// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Core/Core.h" #include #include #include #include #include #include #ifdef _WIN32 #include #endif #include "AudioCommon/AudioCommon.h" #include "Common/CPUDetect.h" #include "Common/CommonPaths.h" #include "Common/CommonTypes.h" #include "Common/Flag.h" #include "Common/Logging/LogManager.h" #include "Common/MemoryUtil.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Common/Thread.h" #include "Common/Timer.h" #include "Core/Analytics.h" #include "Core/BootManager.h" #include "Core/ConfigManager.h" #include "Core/CoreTiming.h" #include "Core/DSPEmulator.h" #include "Core/Host.h" #include "Core/MemTools.h" #ifdef USE_MEMORYWATCHER #include "Core/MemoryWatcher.h" #endif #include "Core/Boot/Boot.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/IOS/IPC.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 #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" // Android and OSX haven't implemented the keyword yet. #if defined __ANDROID__ || defined __APPLE__ #include #else // Everything besides OSX and Android #define ThreadLocalStorage thread_local #endif namespace Core { // TODO: ugly, remove bool g_aspect_wide; bool g_want_determinism; // Declarations and definitions static Common::Timer s_timer; static std::atomic s_drawn_frame; static std::atomic s_drawn_video; // Function forwarding void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size); // Function declarations void EmuThread(); 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 void* s_window_handle = nullptr; static std::string s_state_filename; static std::thread s_emu_thread; static StoppedCallbackFunc s_on_stopped_callback = nullptr; static std::thread s_cpu_thread; static bool s_request_refresh_info = false; static int s_pause_and_lock_depth = 0; static bool s_is_throttler_temp_disabled = false; struct HostJob { std::function job; bool run_after_stop; }; static std::mutex s_host_jobs_lock; static std::queue s_host_jobs_queue; #ifdef ThreadLocalStorage static ThreadLocalStorage bool tls_is_cpu_thread = false; #else static pthread_key_t s_tls_is_cpu_key; static pthread_once_t s_cpu_key_is_init = PTHREAD_ONCE_INIT; static void InitIsCPUKey() { pthread_key_create(&s_tls_is_cpu_key, nullptr); } #endif bool GetIsThrottlerTempDisabled() { return s_is_throttler_temp_disabled; } void SetIsThrottlerTempDisabled(bool disable) { s_is_throttler_temp_disabled = disable; } std::string GetStateFileName() { return s_state_filename; } void SetStateFileName(const std::string& val) { s_state_filename = val; } void FrameUpdateOnCPUThread() { if (NetPlay::IsNetPlayRunning()) NetPlayClient::SendTimeBase(); } // Display messages and return values // Formatted stop message std::string StopMessage(bool main_thread, const std::string& message) { return StringFromFormat("Stop [%s %i]\t%s\t%s", main_thread ? "Main Thread" : "Video Thread", Common::CurrentThreadId(), Common::MemUsage().c_str(), message.c_str()); } void DisplayMessage(const 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; } OSD::AddMessage(message, time_in_ms); Host_UpdateTitle(message); } 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() { #ifdef ThreadLocalStorage return tls_is_cpu_thread; #else // Use pthread implementation for Android and Mac // Make sure that s_tls_is_cpu_key is initialized pthread_once(&s_cpu_key_is_init, InitIsCPUKey); return pthread_getspecific(s_tls_is_cpu_key); #endif } 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(); } } // This is called from the GUI thread. See the booting call schedule in // BootManager.cpp bool Init() { 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(OSREPORT, "Starting core = %s mode", SConfig::GetInstance().bWii ? "Wii" : "GameCube"); INFO_LOG(OSREPORT, "CPU Thread separate = %s", SConfig::GetInstance().bCPUThread ? "Yes" : "No"); Host_UpdateMainFrame(); // Disable any menus or buttons at boot s_window_handle = Host_GetRenderHandle(); // Start the emu thread s_emu_thread = std::thread(EmuThread); return true; } // Called from GUI thread void Stop() // - Hammertime! { if (GetState() == State::Stopping) return; const SConfig& _CoreParameter = SConfig::GetInstance(); s_is_stopping = true; // 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 defined(__LIBUSB__) GCAdapter::ResetRumble(); #endif #ifdef USE_MEMORYWATCHER MemoryWatcher::Shutdown(); #endif } void DeclareAsCPUThread() { #ifdef ThreadLocalStorage tls_is_cpu_thread = true; #else // Use pthread implementation for Android and Mac // Make sure that s_tls_is_cpu_key is initialized pthread_once(&s_cpu_key_is_init, InitIsCPUKey); pthread_setspecific(s_tls_is_cpu_key, (void*)true); #endif } void UndeclareAsCPUThread() { #ifdef ThreadLocalStorage tls_is_cpu_thread = false; #else // Use pthread implementation for Android and Mac // Make sure that s_tls_is_cpu_key is initialized pthread_once(&s_cpu_key_is_init, InitIsCPUKey); pthread_setspecific(s_tls_is_cpu_key, (void*)false); #endif } // For the CPU Thread only. static void CPUSetInitialExecutionState() { QueueHostJob([] { SetState(SConfig::GetInstance().bBootToPause ? State::Paused : State::Running); Host_UpdateMainFrame(); }); } // Create the CPU thread, which is a CPU + Video thread in Single Core mode. static void CpuThread() { DeclareAsCPUThread(); const SConfig& _CoreParameter = SConfig::GetInstance(); if (_CoreParameter.bCPUThread) { Common::SetCurrentThreadName("CPU thread"); } else { Common::SetCurrentThreadName("CPU-GPU thread"); g_video_backend->Video_Prepare(); } // 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 if (!s_state_filename.empty()) { // Needs to PauseAndLock the Core // NOTE: EmuThread should have left us in CPU_STEPPING so nothing will happen // until after the job is serviced. QueueHostJob([] { // Recheck in case Movie cleared it since. if (!s_state_filename.empty()) ::State::LoadAs(s_state_filename); }); } 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 #ifdef USE_MEMORYWATCHER MemoryWatcher::Init(); #endif // Enter CPU run loop. When we leave it - we are done. CPU::Run(); s_is_started = false; if (!_CoreParameter.bCPUThread) g_video_backend->Video_Cleanup(); if (_CoreParameter.bFastmem) EMM::UninstallExceptionHandler(); } static void FifoPlayerThread() { DeclareAsCPUThread(); const SConfig& _CoreParameter = SConfig::GetInstance(); if (_CoreParameter.bCPUThread) { Common::SetCurrentThreadName("FIFO player thread"); } else { g_video_backend->Video_Prepare(); Common::SetCurrentThreadName("FIFO-GPU thread"); } // Enter CPU run loop. When we leave it - we are done. if (FifoPlayer::GetInstance().Open(_CoreParameter.m_strFilename)) { 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(); } // If we did not enter the CPU Run Loop above then run a fake one instead. // We need to be IsRunningAndStarted() for DolphinWX to stop us. if (CPU::GetState() != CPU::CPU_POWERDOWN) { s_is_started = true; Host_Message(WM_USER_STOP); while (CPU::GetState() != CPU::CPU_POWERDOWN) { if (!_CoreParameter.bCPUThread) g_video_backend->PeekMessages(); std::this_thread::sleep_for(std::chrono::milliseconds(20)); } s_is_started = false; } if (!_CoreParameter.bCPUThread) g_video_backend->Video_Cleanup(); } // Initialize and create emulation thread // Call browser: Init():s_emu_thread(). // See the BootManager.cpp file description for a complete call schedule. void EmuThread() { const SConfig& core_parameter = SConfig::GetInstance(); s_is_booting.Set(); Common::SetCurrentThreadName("Emuthread - Starting"); if (SConfig::GetInstance().m_OCEnable) DisplayMessage("WARNING: running at non-native CPU clock! Game may not be stable.", 8000); DisplayMessage(cpu_info.brand_string, 8000); DisplayMessage(cpu_info.Summarize(), 8000); DisplayMessage(core_parameter.m_strFilename, 3000); // For a time this acts as the CPU thread... DeclareAsCPUThread(); Movie::Init(); HW::Init(); if (!g_video_backend->Initialize(s_window_handle)) { s_is_booting.Clear(); PanicAlert("Failed to initialize video backend!"); Host_Message(WM_USER_STOP); return; } OSD::AddMessage("Dolphin " + g_video_backend->GetName() + " Video Backend.", 5000); 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)) { s_is_booting.Clear(); HW::Shutdown(); g_video_backend->Shutdown(); PanicAlert("Failed to initialize DSP emulation!"); Host_Message(WM_USER_STOP); return; } bool init_controllers = false; if (!g_controller_interface.IsInit()) { g_controller_interface.Initialize(s_window_handle); Pad::Initialize(); Keyboard::Initialize(); init_controllers = true; } else { // Update references in case controllers were refreshed Pad::LoadConfig(); Keyboard::LoadConfig(); } // Load and Init Wiimotes - only if we are booting in Wii mode if (core_parameter.bWii && !SConfig::GetInstance().m_bt_passthrough_enabled) { if (init_controllers) Wiimote::Initialize(!s_state_filename.empty() ? Wiimote::InitializeMode::DO_WAIT_FOR_WIIMOTES : Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES); else Wiimote::LoadConfig(); } AudioCommon::InitSoundStream(); // The hardware is initialized. s_hardware_initialized = true; s_is_booting.Clear(); // 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); CBoot::BootUp(); // This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block. Fifo::Prepare(); // Thread is no longer acting as CPU Thread UndeclareAsCPUThread(); // Setup our core, but can't use dynarec if we are compare server if (core_parameter.iCPUCore != PowerPC::CORE_INTERPRETER && (!core_parameter.bRunCompareServer || core_parameter.bRunCompareClient)) { PowerPC::SetMode(PowerPC::CoreMode::JIT); } else { PowerPC::SetMode(PowerPC::CoreMode::Interpreter); } // Update the window again because all stuff is initialized Host_UpdateDisasmDialog(); Host_UpdateMainFrame(); // Determine the CPU thread function void (*cpuThreadFunc)(void); if (core_parameter.m_BootType == SConfig::BOOT_DFF) cpuThreadFunc = FifoPlayerThread; else cpuThreadFunc = CpuThread; // 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"); g_video_backend->Video_Prepare(); // Spawn the CPU thread s_cpu_thread = std::thread(cpuThreadFunc); // become the GPU thread Fifo::RunGpuLoop(); // We have now exited the Video Loop INFO_LOG(CONSOLE, "%s", StopMessage(false, "Video Loop Ended").c_str()); } else // SingleCore mode { // The spawned CPU Thread also does the graphics. // The EmuThread is thus an idle thread, which sleeps while // waiting for the program to terminate. Without this extra // thread, the video backend window hangs in single core mode // because no one is pumping messages. Common::SetCurrentThreadName("Emuthread - Idle"); // Spawn the CPU+GPU thread s_cpu_thread = std::thread(cpuThreadFunc); while (CPU::GetState() != CPU::CPU_POWERDOWN) { g_video_backend->PeekMessages(); Common::SleepCurrentThread(20); } } INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping Emu thread ...").c_str()); // Wait for s_cpu_thread to exit INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU-GPU thread ...").c_str()); #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 s_cpu_thread.join(); INFO_LOG(CONSOLE, "%s", StopMessage(true, "CPU thread stopped.").c_str()); if (core_parameter.bCPUThread) g_video_backend->Video_Cleanup(); // 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()); if (init_controllers) { Wiimote::Shutdown(); Keyboard::Shutdown(); Pad::Shutdown(); g_controller_interface.Shutdown(); init_controllers = false; } g_video_backend->Shutdown(); AudioCommon::ShutdownSoundStream(); INFO_LOG(CONSOLE, "%s", StopMessage(true, "Main Emu thread stopped").c_str()); // Clear on screen messages that haven't expired OSD::ClearMessages(); BootManager::RestoreConfig(); INFO_LOG(CONSOLE, "Stop [Video Thread]\t\t---- Shutdown complete ----"); Movie::Shutdown(); PatchEngine::Shutdown(); HLE::Clear(); s_is_stopping = false; if (s_on_stopped_callback) s_on_stopped_callback(); } // 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(); #if defined(__LIBUSB__) GCAdapter::ResetRumble(); #endif break; case State::Running: CPU::EnableStepping(false); Wiimote::Resume(); break; default: PanicAlert("Invalid state"); break; } } State GetState() { if (s_is_stopping) return State::Stopping; if (s_hardware_initialized) { if (CPU::IsStepping()) return State::Paused; return State::Running; } return State::Uninitialized; } 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() { std::string path = GenerateScreenshotFolderPath(); // append gameId, path only contains the folder here. path += SConfig::GetInstance().GetGameID(); std::string name; for (int i = 1; File::Exists(name = StringFromFormat("%s-%d.png", path.c_str(), i)); ++i) { // TODO? } 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(const std::string& name, bool wait_for_completion) { const bool bPaused = GetState() == State::Paused; SetState(State::Paused); std::string filePath = GenerateScreenshotFolderPath() + name + ".png"; g_renderer->SaveScreenshot(filePath, wait_for_completion); if (!bPaused) SetState(State::Running); } void RequestRefreshInfo() { s_request_refresh_info = true; } 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; // let's support recursive locking to simplify things on the caller's side, // and let's do it at this outer level in case the individual systems don't support it. if (do_lock ? s_pause_and_lock_depth++ : --s_pause_and_lock_depth) 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); #if defined(__LIBUSB__) GCAdapter::ResetRumble(); #endif // 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; } // 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++; } // Executed from GPU thread // reports if a frame should be skipped or not // depending on the emulation speed set bool ShouldSkipFrame(int skipped) { u32 TargetFPS = VideoInterface::GetTargetRefreshRate(); if (SConfig::GetInstance().m_EmulationSpeed > 0.0f) TargetFPS = u32(TargetFPS * SConfig::GetInstance().m_EmulationSpeed); const u32 frames = s_drawn_frame.load(); const bool fps_slow = !(s_timer.GetTimeDifference() < (frames + skipped) * 1000 / TargetFPS); return fps_slow; } // --- 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++; Movie::FrameUpdate(); } 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 std::string SSettings = StringFromFormat( "%s %s | %s | %s", PowerPC::GetCPUName(), _CoreParameter.bCPUThread ? "DC" : "SC", g_video_backend->GetDisplayName().c_str(), _CoreParameter.bDSPHLE ? "HLE" : "LLE"); std::string SFPS; if (Movie::IsPlayingInput()) SFPS = StringFromFormat("Input: %u/%u - VI: %u - FPS: %.0f - VPS: %.0f - %.0f%%", (u32)Movie::GetCurrentInputCount(), (u32)Movie::GetTotalInputCount(), (u32)Movie::GetCurrentFrame(), FPS, VPS, Speed); else if (Movie::IsRecordingInput()) SFPS = StringFromFormat("Input: %u - VI: %u - FPS: %.0f - VPS: %.0f - %.0f%%", (u32)Movie::GetCurrentInputCount(), (u32)Movie::GetCurrentFrame(), FPS, VPS, Speed); else { SFPS = StringFromFormat("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 += StringFromFormat(" | CPU: ~%i MHz [Real: %i + IdleSkip: %i] / %i MHz (~%3.0f%%)", (int)(diff), (int)(diff - idleDiff), (int)(idleDiff), SystemTimers::GetTicksPerSecond() / 1000000, TicksPercentage); } } // This is our final "frame counter" string std::string SMessage = StringFromFormat("%s | %s", SSettings.c_str(), SFPS.c_str()); // Update the audio timestretcher with the current speed if (g_sound_stream) { CMixer* pMixer = g_sound_stream->GetMixer(); pMixer->UpdateSpeed((float)Speed / 100); } Host_UpdateTitle(SMessage); } 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 SetOnStoppedCallback(StoppedCallbackFunc callback) { s_on_stopped_callback = 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 != g_want_determinism || initial) { NOTICE_LOG(COMMON, "Want determinism <- %s", new_want_determinism ? "true" : "false"); bool was_unpaused = Core::PauseAndLock(true); g_want_determinism = new_want_determinism; IOS::HLE::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(); Core::InitializeWiiRoot(g_want_determinism); Core::PauseAndLock(false, was_unpaused); } } void QueueHostJob(std::function job, bool run_during_stop) { if (!job) return; bool send_message = false; { std::lock_guard guard(s_host_jobs_lock); send_message = s_host_jobs_queue.empty(); s_host_jobs_queue.emplace(HostJob{std::move(job), run_during_stop}); } // If the the queue was empty then kick the Host to come and get this job. if (send_message) Host_Message(WM_USER_JOB_DISPATCH); } 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 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(); } } } // Core