pcsx2/pcsx2-qt/EmuThread.cpp

980 lines
24 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include <cmath>
#include <QtWidgets/QApplication>
#include <QtWidgets/QMessageBox>
#include "common/Assertions.h"
#include "common/Console.h"
#include "common/Exceptions.h"
#include "common/SettingsWrapper.h"
#include "common/StringUtil.h"
#include "pcsx2/CDVD/CDVD.h"
#include "pcsx2/Frontend/InputManager.h"
#include "pcsx2/Frontend/ImGuiManager.h"
#include "pcsx2/GS.h"
#include "pcsx2/GS/GS.h"
#include "pcsx2/GSDumpReplayer.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/PAD/Host/PAD.h"
#include "pcsx2/PerformanceMetrics.h"
#include "pcsx2/Recording/InputRecordingControls.h"
#include "pcsx2/VMManager.h"
#include "DisplayWidget.h"
#include "EmuThread.h"
#include "MainWindow.h"
#include "QtHost.h"
#include "QtUtils.h"
EmuThread* g_emu_thread = nullptr;
WindowInfo g_gs_window_info;
static std::unique_ptr<HostDisplay> s_host_display;
EmuThread::EmuThread(QThread* ui_thread)
: QThread()
, m_ui_thread(ui_thread)
{
}
EmuThread::~EmuThread() = default;
bool EmuThread::isOnEmuThread() const
{
return QThread::currentThread() == this;
}
void EmuThread::start()
{
pxAssertRel(!g_emu_thread, "Emu thread does not exist");
g_emu_thread = new EmuThread(QThread::currentThread());
g_emu_thread->QThread::start();
g_emu_thread->m_started_semaphore.acquire();
g_emu_thread->moveToThread(g_emu_thread);
g_main_window->connectVMThreadSignals(g_emu_thread);
}
void EmuThread::stop()
{
pxAssertRel(g_emu_thread, "Emu thread exists");
pxAssertRel(!g_emu_thread->isOnEmuThread(), "Not called on the emu thread");
QMetaObject::invokeMethod(g_emu_thread, &EmuThread::stopInThread, Qt::QueuedConnection);
while (g_emu_thread->isRunning())
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
}
void EmuThread::stopInThread()
{
if (VMManager::HasValidVM())
destroyVM();
m_event_loop->quit();
m_shutdown_flag.store(true);
}
void EmuThread::startVM(std::shared_ptr<VMBootParameters> boot_params)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "startVM", Qt::QueuedConnection,
Q_ARG(std::shared_ptr<VMBootParameters>, boot_params));
return;
}
pxAssertRel(!VMManager::HasValidVM(), "VM is shut down");
loadOurSettings();
emit onVMStarting();
// create the display, this may take a while...
m_is_fullscreen = boot_params->fullscreen.value_or(QtHost::GetBaseBoolSettingValue("UI", "StartFullscreen", false));
m_is_rendering_to_main = QtHost::GetBaseBoolSettingValue("UI", "RenderToMainWindow", true);
m_is_surfaceless = false;
m_save_state_on_shutdown = false;
if (!VMManager::Initialize(*boot_params))
return;
VMManager::SetState(VMState::Running);
m_event_loop->quit();
}
void EmuThread::resetVM()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::resetVM, Qt::QueuedConnection);
return;
}
VMManager::Reset();
}
void EmuThread::setVMPaused(bool paused)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "setVMPaused", Qt::QueuedConnection, Q_ARG(bool, paused));
return;
}
// if we were surfaceless (view->game list, system->unpause), get our display widget back
if (!paused && m_is_surfaceless)
setSurfaceless(false);
VMManager::SetPaused(paused);
}
void EmuThread::shutdownVM(bool save_state /* = true */)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "shutdownVM", Qt::QueuedConnection, Q_ARG(bool, save_state));
return;
}
const VMState state = VMManager::GetState();
if (state == VMState::Paused)
m_event_loop->quit();
else if (state != VMState::Running)
return;
m_save_state_on_shutdown = save_state;
VMManager::SetState(VMState::Stopping);
}
void EmuThread::loadState(const QString& filename)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "loadState", Qt::QueuedConnection, Q_ARG(const QString&, filename));
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::LoadState(filename.toUtf8().constData());
}
void EmuThread::loadStateFromSlot(qint32 slot)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "loadStateFromSlot", Qt::QueuedConnection, Q_ARG(qint32, slot));
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::LoadStateFromSlot(slot);
}
void EmuThread::saveState(const QString& filename)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "saveState", Qt::QueuedConnection, Q_ARG(const QString&, filename));
return;
}
if (!VMManager::HasValidVM())
return;
if (!VMManager::SaveState(filename.toUtf8().constData()))
{
// this one is usually the result of a user-chosen path, so we can display a message box safely here
Console.Error("Failed to save state");
}
}
void EmuThread::saveStateToSlot(qint32 slot)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "saveStateToSlot", Qt::QueuedConnection, Q_ARG(qint32, slot));
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::SaveStateToSlot(slot);
}
void EmuThread::run()
{
PerformanceMetrics::SetCPUThread(Threading::ThreadHandle::GetForCallingThread());
m_event_loop = new QEventLoop();
m_started_semaphore.release();
if (!VMManager::Internal::InitializeMemory())
pxFailRel("Failed to allocate memory map");
// we need input sources ready for binding
reloadInputSources();
createBackgroundControllerPollTimer();
startBackgroundControllerPollTimer();
while (!m_shutdown_flag.load())
{
if (!VMManager::HasValidVM())
{
m_event_loop->exec();
continue;
}
executeVM();
}
stopBackgroundControllerPollTimer();
destroyBackgroundControllerPollTimer();
InputManager::CloseSources();
VMManager::WaitForSaveStateFlush();
VMManager::Internal::ReleaseMemory();
PerformanceMetrics::SetCPUThread(Threading::ThreadHandle());
moveToThread(m_ui_thread);
deleteLater();
}
void EmuThread::destroyVM()
{
m_last_speed = 0.0f;
m_last_game_fps = 0.0f;
m_last_video_fps = 0.0f;
m_last_internal_width = 0;
m_last_internal_height = 0;
VMManager::Shutdown(m_save_state_on_shutdown);
}
void EmuThread::executeVM()
{
for (;;)
{
switch (VMManager::GetState())
{
case VMState::Initializing:
pxFailRel("Shouldn't be in the starting state state");
continue;
case VMState::Paused:
m_event_loop->exec();
continue;
case VMState::Running:
m_event_loop->processEvents(QEventLoop::AllEvents);
VMManager::Execute();
continue;
case VMState::Stopping:
destroyVM();
m_event_loop->processEvents(QEventLoop::AllEvents);
return;
default:
continue;
}
}
}
void EmuThread::createBackgroundControllerPollTimer()
{
pxAssert(!m_background_controller_polling_timer);
m_background_controller_polling_timer = new QTimer(this);
m_background_controller_polling_timer->setSingleShot(false);
m_background_controller_polling_timer->setTimerType(Qt::CoarseTimer);
connect(m_background_controller_polling_timer, &QTimer::timeout, this, &EmuThread::doBackgroundControllerPoll);
}
void EmuThread::destroyBackgroundControllerPollTimer()
{
delete m_background_controller_polling_timer;
m_background_controller_polling_timer = nullptr;
}
void EmuThread::startBackgroundControllerPollTimer()
{
if (m_background_controller_polling_timer->isActive())
return;
m_background_controller_polling_timer->start(BACKGROUND_CONTROLLER_POLLING_INTERVAL);
}
void EmuThread::stopBackgroundControllerPollTimer()
{
if (!m_background_controller_polling_timer->isActive())
return;
m_background_controller_polling_timer->stop();
}
void EmuThread::doBackgroundControllerPoll()
{
InputManager::PollSources();
}
void EmuThread::toggleFullscreen()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::toggleFullscreen, Qt::QueuedConnection);
return;
}
setFullscreen(!m_is_fullscreen);
}
void EmuThread::setFullscreen(bool fullscreen)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "setFullscreen", Qt::QueuedConnection, Q_ARG(bool, fullscreen));
return;
}
if (!VMManager::HasValidVM() || m_is_fullscreen == fullscreen)
return;
// This will call back to us on the MTGS thread.
m_is_fullscreen = fullscreen;
GetMTGS().UpdateDisplayWindow();
GetMTGS().WaitGS();
}
void EmuThread::setSurfaceless(bool surfaceless)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "setSurfaceless", Qt::QueuedConnection, Q_ARG(bool, surfaceless));
return;
}
if (!VMManager::HasValidVM() || m_is_surfaceless == surfaceless)
return;
// This will call back to us on the MTGS thread.
m_is_surfaceless = surfaceless;
GetMTGS().UpdateDisplayWindow();
GetMTGS().WaitGS();
}
void EmuThread::applySettings()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::applySettings, Qt::QueuedConnection);
return;
}
checkForSettingChanges();
VMManager::ApplySettings();
}
void EmuThread::reloadGameSettings()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::reloadGameSettings, Qt::QueuedConnection);
return;
}
// this will skip applying settings when they're not active
if (VMManager::ReloadGameSettings())
{
// none of these settings below are per-game.. for now. but in case they are in the future.
checkForSettingChanges();
}
}
void EmuThread::loadOurSettings()
{
m_verbose_status = QtHost::GetBaseBoolSettingValue("UI", "VerboseStatusBar", false);
}
void EmuThread::checkForSettingChanges()
{
if (VMManager::HasValidVM())
{
const bool render_to_main = QtHost::GetBaseBoolSettingValue("UI", "RenderToMainWindow", true);
if (!m_is_fullscreen && m_is_rendering_to_main != render_to_main)
{
m_is_rendering_to_main = render_to_main;
GetMTGS().UpdateDisplayWindow();
GetMTGS().WaitGS();
}
}
const bool last_verbose_status = m_verbose_status;
loadOurSettings();
if (m_verbose_status != last_verbose_status)
updatePerformanceMetrics(true);
}
void EmuThread::toggleSoftwareRendering()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::toggleSoftwareRendering, Qt::QueuedConnection);
return;
}
if (!VMManager::HasValidVM())
return;
GetMTGS().ToggleSoftwareRendering();
}
void EmuThread::switchRenderer(GSRendererType renderer)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "switchRenderer", Qt::QueuedConnection, Q_ARG(GSRendererType, renderer));
return;
}
if (!VMManager::HasValidVM())
return;
GetMTGS().SwitchRenderer(renderer);
}
void EmuThread::changeDisc(const QString& path)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "changeDisc", Qt::QueuedConnection, Q_ARG(const QString&, path));
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::ChangeDisc(path.toStdString());
}
void EmuThread::reloadPatches()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::reloadPatches, Qt::QueuedConnection);
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::ReloadPatches(true);
}
void EmuThread::reloadInputSources()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::reloadInputSources, Qt::QueuedConnection);
return;
}
auto lock = Host::GetSettingsLock();
SettingsInterface* si = Host::GetSettingsInterface();
InputManager::ReloadSources(*si);
// skip loading bindings if we're not running, since it'll get done on startup anyway
if (VMManager::HasValidVM())
InputManager::ReloadBindings(*si);
}
void EmuThread::reloadInputBindings()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::reloadInputBindings, Qt::QueuedConnection);
return;
}
// skip loading bindings if we're not running, since it'll get done on startup anyway
if (!VMManager::HasValidVM())
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* si = Host::GetSettingsInterface();
InputManager::ReloadBindings(*si);
}
void EmuThread::requestDisplaySize(float scale)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "requestDisplaySize", Qt::QueuedConnection, Q_ARG(float, scale));
return;
}
if (!VMManager::HasValidVM())
return;
VMManager::RequestDisplaySize(scale);
}
void EmuThread::enumerateInputDevices()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::enumerateInputDevices, Qt::QueuedConnection);
return;
}
const std::vector<std::pair<std::string, std::string>> devs(InputManager::EnumerateDevices());
QList<QPair<QString, QString>> qdevs;
qdevs.reserve(devs.size());
for (const std::pair<std::string, std::string>& dev : devs)
qdevs.emplace_back(QString::fromStdString(dev.first), QString::fromStdString(dev.second));
onInputDevicesEnumerated(qdevs);
}
void EmuThread::enumerateVibrationMotors()
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, &EmuThread::enumerateVibrationMotors, Qt::QueuedConnection);
return;
}
const std::vector<InputBindingKey> motors(InputManager::EnumerateMotors());
QList<InputBindingKey> qmotors;
qmotors.reserve(motors.size());
for (InputBindingKey key : motors)
qmotors.push_back(key);
onVibrationMotorsEnumerated(qmotors);
}
void EmuThread::connectDisplaySignals(DisplayWidget* widget)
{
widget->disconnect(this);
connect(widget, &DisplayWidget::windowFocusEvent, this, &EmuThread::onDisplayWindowFocused);
connect(widget, &DisplayWidget::windowResizedEvent, this, &EmuThread::onDisplayWindowResized);
// connect(widget, &DisplayWidget::windowRestoredEvent, this, &EmuThread::redrawDisplayWindow);
connect(widget, &DisplayWidget::windowKeyEvent, this, &EmuThread::onDisplayWindowKeyEvent);
connect(widget, &DisplayWidget::windowMouseMoveEvent, this, &EmuThread::onDisplayWindowMouseMoveEvent);
connect(widget, &DisplayWidget::windowMouseButtonEvent, this, &EmuThread::onDisplayWindowMouseButtonEvent);
connect(widget, &DisplayWidget::windowMouseWheelEvent, this, &EmuThread::onDisplayWindowMouseWheelEvent);
}
void EmuThread::onDisplayWindowMouseMoveEvent(int x, int y) {}
void EmuThread::onDisplayWindowMouseButtonEvent(int button, bool pressed)
{
InputManager::InvokeEvents(InputManager::MakeHostMouseButtonKey(button), pressed ? 1.0f : 0.0f);
}
void EmuThread::onDisplayWindowMouseWheelEvent(const QPoint& delta_angle) {}
void EmuThread::onDisplayWindowKeyEvent(int key, bool pressed)
{
InputManager::InvokeEvents(InputManager::MakeHostKeyboardKey(key), pressed ? 1.0f : 0.0f);
}
void EmuThread::onDisplayWindowResized(int width, int height, float scale)
{
if (!VMManager::HasValidVM())
return;
GetMTGS().ResizeDisplayWindow(width, height, scale);
}
void EmuThread::onDisplayWindowFocused() {}
void EmuThread::runOnCPUThread(const std::function<void()>& func)
{
func();
}
void EmuThread::queueSnapshot(quint32 gsdump_frames)
{
if (!isOnEmuThread())
{
QMetaObject::invokeMethod(this, "queueSnapshot", Qt::QueuedConnection, Q_ARG(quint32, gsdump_frames));
return;
}
if (!VMManager::HasValidVM())
return;
GetMTGS().RunOnGSThread([gsdump_frames]() {
GSQueueSnapshot(std::string(), gsdump_frames);
});
}
void EmuThread::updateDisplay()
{
pxAssertRel(!isOnEmuThread(), "Not on emu thread");
// finished with the display for now
HostDisplay* display = Host::GetHostDisplay();
display->DoneRenderContextCurrent();
// but we should get it back after this call
onUpdateDisplayRequested(m_is_fullscreen, !m_is_fullscreen && m_is_rendering_to_main, m_is_surfaceless);
if (!display->MakeRenderContextCurrent())
{
pxFailRel("Failed to recreate context after updating");
return;
}
}
HostDisplay* EmuThread::acquireHostDisplay(HostDisplay::RenderAPI api)
{
s_host_display = HostDisplay::CreateDisplayForAPI(api);
if (!s_host_display)
return nullptr;
DisplayWidget* widget = emit onCreateDisplayRequested(m_is_fullscreen, m_is_rendering_to_main);
if (!widget)
{
s_host_display.reset();
return nullptr;
}
connectDisplaySignals(widget);
if (!s_host_display->MakeRenderContextCurrent())
{
Console.Error("Failed to make render context current");
releaseHostDisplay();
return nullptr;
}
if (!s_host_display->InitializeRenderDevice(EmuFolders::Cache, false) ||
!ImGuiManager::Initialize())
{
Console.Error("Failed to initialize device/imgui");
releaseHostDisplay();
return nullptr;
}
g_gs_window_info = s_host_display->GetWindowInfo();
Console.WriteLn(Color_StrongGreen, "%s Graphics Driver Info:", HostDisplay::RenderAPIToString(s_host_display->GetRenderAPI()));
Console.Indent().WriteLn(s_host_display->GetDriverInfo());
return s_host_display.get();
}
void EmuThread::releaseHostDisplay()
{
ImGuiManager::Shutdown();
if (s_host_display)
{
s_host_display->DestroyRenderSurface();
s_host_display->DestroyRenderDevice();
}
g_gs_window_info = WindowInfo();
emit onDestroyDisplayRequested();
s_host_display.reset();
}
HostDisplay* Host::GetHostDisplay()
{
return s_host_display.get();
}
HostDisplay* Host::AcquireHostDisplay(HostDisplay::RenderAPI api)
{
return g_emu_thread->acquireHostDisplay(api);
}
void Host::ReleaseHostDisplay()
{
g_emu_thread->releaseHostDisplay();
}
bool Host::BeginPresentFrame(bool frame_skip)
{
if (!s_host_display->BeginPresent(frame_skip))
{
// if we're skipping a frame, we need to reset imgui's state, since
// we won't be calling EndPresentFrame().
ImGuiManager::NewFrame();
return false;
}
return true;
}
void Host::EndPresentFrame()
{
if (GSDumpReplayer::IsReplayingDump())
GSDumpReplayer::RenderUI();
ImGuiManager::RenderOSD();
s_host_display->EndPresent();
ImGuiManager::NewFrame();
}
void Host::ResizeHostDisplay(u32 new_window_width, u32 new_window_height, float new_window_scale)
{
s_host_display->ResizeRenderWindow(new_window_width, new_window_height, new_window_scale);
ImGuiManager::WindowResized();
}
void Host::RequestResizeHostDisplay(s32 width, s32 height)
{
g_emu_thread->onResizeDisplayRequested(width, height);
}
void Host::UpdateHostDisplay()
{
g_emu_thread->updateDisplay();
ImGuiManager::WindowResized();
}
void Host::OnVMStarting()
{
g_emu_thread->stopBackgroundControllerPollTimer();
emit g_emu_thread->onVMStarting();
}
void Host::OnVMStarted()
{
emit g_emu_thread->onVMStarted();
}
void Host::OnVMDestroyed()
{
emit g_emu_thread->onVMStopped();
g_emu_thread->startBackgroundControllerPollTimer();
}
void Host::OnVMPaused()
{
g_emu_thread->startBackgroundControllerPollTimer();
emit g_emu_thread->onVMPaused();
}
void Host::OnVMResumed()
{
// exit the event loop when we eventually return
g_emu_thread->getEventLoop()->quit();
g_emu_thread->stopBackgroundControllerPollTimer();
emit g_emu_thread->onVMResumed();
}
void Host::OnGameChanged(const std::string& disc_path, const std::string& game_serial, const std::string& game_name,
u32 game_crc)
{
emit g_emu_thread->onGameChanged(QString::fromStdString(disc_path), QString::fromStdString(game_serial),
QString::fromStdString(game_name), game_crc);
}
void EmuThread::updatePerformanceMetrics(bool force)
{
QString fps_stat, gs_stat;
bool changed = force;
if (m_verbose_status && VMManager::HasValidVM())
{
std::string gs_stat_str;
GSgetTitleStats(gs_stat_str);
changed = true;
if (THREAD_VU1)
{
gs_stat =
QStringLiteral("%1 | EE: %2% | VU: %3% | GS: %4%")
.arg(gs_stat_str.c_str())
.arg(PerformanceMetrics::GetCPUThreadUsage(), 0, 'f', 0)
.arg(PerformanceMetrics::GetVUThreadUsage(), 0, 'f', 0)
.arg(PerformanceMetrics::GetGSThreadUsage(), 0, 'f', 0);
}
else
{
gs_stat = QStringLiteral("%1 | EE: %2% | GS: %3%")
.arg(gs_stat_str.c_str())
.arg(PerformanceMetrics::GetCPUThreadUsage(), 0, 'f', 0)
.arg(PerformanceMetrics::GetGSThreadUsage(), 0, 'f', 0);
}
}
const float speed = std::round(PerformanceMetrics::GetSpeed());
const float gfps = std::round(PerformanceMetrics::GetInternalFPS());
const float vfps = std::round(PerformanceMetrics::GetFPS());
int iwidth, iheight;
GSgetInternalResolution(&iwidth, &iheight);
if (iwidth != m_last_internal_width || iheight != m_last_internal_height ||
speed != m_last_speed || gfps != m_last_game_fps || vfps != m_last_video_fps ||
changed)
{
m_last_internal_width = iwidth;
m_last_internal_height = iheight;
m_last_speed = speed;
m_last_game_fps = gfps;
m_last_video_fps = vfps;
changed = true;
if (iwidth == 0 && iheight == 0)
{
// if we don't have width/height yet, we're not going to have fps either.
// and we'll probably be <100% due to compiling. so just leave it blank for now.
}
else if (PerformanceMetrics::IsInternalFPSValid())
{
fps_stat = QStringLiteral("%1x%2 | G: %3 | V: %4 | %5%")
.arg(iwidth)
.arg(iheight)
.arg(gfps, 0, 'f', 0)
.arg(vfps, 0, 'f', 0)
.arg(speed, 0, 'f', 0);
}
else
{
fps_stat = QStringLiteral("%1x%2 | V: %3 | %4%")
.arg(iwidth)
.arg(iheight)
.arg(vfps, 0, 'f', 0)
.arg(speed, 0, 'f', 0);
}
}
if (changed)
emit onPerformanceMetricsUpdated(fps_stat, gs_stat);
}
void Host::OnPerformanceMetricsUpdated()
{
g_emu_thread->updatePerformanceMetrics(false);
}
void Host::OnSaveStateLoading(const std::string_view& filename)
{
emit g_emu_thread->onSaveStateLoading(QtUtils::StringViewToQString(filename));
}
void Host::OnSaveStateLoaded(const std::string_view& filename, bool was_successful)
{
emit g_emu_thread->onSaveStateLoaded(QtUtils::StringViewToQString(filename), was_successful);
}
void Host::OnSaveStateSaved(const std::string_view& filename)
{
emit g_emu_thread->onSaveStateSaved(QtUtils::StringViewToQString(filename));
}
void Host::PumpMessagesOnCPUThread()
{
g_emu_thread->getEventLoop()->processEvents(QEventLoop::AllEvents);
}
void Host::RunOnCPUThread(std::function<void()> function, bool block /* = false */)
{
if (g_emu_thread->isOnEmuThread())
{
// probably shouldn't ever happen, but just in case..
function();
return;
}
QMetaObject::invokeMethod(g_emu_thread, "runOnCPUThread",
block ? Qt::BlockingQueuedConnection : Qt::QueuedConnection,
Q_ARG(const std::function<void()>&, std::move(function)));
}
void Host::RefreshGameListAsync(bool invalidate_cache)
{
QMetaObject::invokeMethod(g_main_window, "refreshGameList", Qt::QueuedConnection,
Q_ARG(bool, invalidate_cache));
}
void Host::CancelGameListRefresh()
{
QMetaObject::invokeMethod(g_main_window, "cancelGameListRefresh", Qt::BlockingQueuedConnection);
}
void Host::RequestExit(bool save_state_if_running)
{
if (VMManager::HasValidVM())
g_emu_thread->shutdownVM(save_state_if_running);
QMetaObject::invokeMethod(g_main_window, "requestExit", Qt::QueuedConnection);
}
void Host::RequestVMShutdown(bool save_state)
{
if (VMManager::HasValidVM())
g_emu_thread->shutdownVM(save_state);
}
bool Host::IsFullscreen()
{
return g_emu_thread->isFullscreen();
}
void Host::SetFullscreen(bool enabled)
{
g_emu_thread->setFullscreen(enabled);
}
alignas(16) static SysMtgsThread s_mtgs_thread;
SysMtgsThread& GetMTGS()
{
return s_mtgs_thread;
}
// ------------------------------------------------------------------------
// Hotkeys
// ------------------------------------------------------------------------
BEGIN_HOTKEY_LIST(g_host_hotkeys)
DEFINE_HOTKEY("ShutdownVM", "System", "Shut Down Virtual Machine", [](bool pressed) {
if (!pressed)
{
// run it on the host thread, that way we get the confirm prompt (if enabled)
QMetaObject::invokeMethod(g_main_window, "requestShutdown", Qt::QueuedConnection,
Q_ARG(bool, true), Q_ARG(bool, true), Q_ARG(bool, true));
}
})
DEFINE_HOTKEY("TogglePause", "System", "Toggle Pause", [](bool pressed) {
if (!pressed)
g_emu_thread->setVMPaused(VMManager::GetState() != VMState::Paused);
})
DEFINE_HOTKEY("ToggleFullscreen", "General", "Toggle Fullscreen", [](bool pressed) {
if (!pressed)
g_emu_thread->toggleFullscreen();
})
// Input Recording Hot Keys
DEFINE_HOTKEY("InputRecToggleMode", "Input Recording", "Toggle Recording Mode", [](bool pressed) {
if (!pressed) // ?? - not pressed so it is on key up?
{
g_InputRecordingControls.RecordModeToggle();
}
})
END_HOTKEY_LIST()