mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-18 20:11:16 +01:00
675260b0f7
Previously there was only one function under the NetPlay namespace, which is kind of silly considering we have all of these other types and functions existing outside of the namespace. This moves the rest of them into the namespace. This gets some general names, like Player, for example, out of the global namespace.
969 lines
26 KiB
C++
969 lines
26 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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#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/FileUtil.h"
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#include "Common/Flag.h"
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#include "Common/Logging/LogManager.h"
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#include "Common/MemoryUtil.h"
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#include "Common/MsgHandler.h"
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#include "Common/ScopeGuard.h"
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#include "Common/StringUtil.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Core/Analytics.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/Host.h"
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#include "Core/MemTools.h"
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#ifdef USE_MEMORYWATCHER
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#include "Core/MemoryWatcher.h"
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#endif
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#include "Core/Boot/Boot.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/IOS/IOS.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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#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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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 void* s_window_handle = nullptr;
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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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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 thread_local bool tls_is_cpu_thread = false;
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static void EmuThread(std::unique_ptr<BootParameters> boot);
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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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// Display messages and return values
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// Formatted stop message
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std::string StopMessage(bool main_thread, const std::string& message)
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{
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return StringFromFormat("Stop [%s %i]\t%s", main_thread ? "Main Thread" : "Video Thread",
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Common::CurrentThreadId(), message.c_str());
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}
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void DisplayMessage(const 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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OSD::AddMessage(message, time_in_ms);
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Host_UpdateTitle(message);
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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)
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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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s_window_handle = Host_GetRenderHandle();
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// Start the emu thread
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s_emu_thread = std::thread(EmuThread, std::move(boot));
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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 defined(CIFACE_USE_XINPUT) || defined(CIFACE_USE_DINPUT)
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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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#endif
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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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// 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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ResetRumble();
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#ifdef USE_MEMORYWATCHER
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MemoryWatcher::Shutdown();
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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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MemoryWatcher::Init();
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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)
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{
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const SConfig& core_parameter = SConfig::GetInstance();
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s_is_booting.Set();
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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_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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if (!g_video_backend->Initialize(s_window_handle))
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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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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(s_window_handle);
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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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// Update references in case controllers were refreshed
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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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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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}
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else
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{
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Wiimote::LoadConfig();
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}
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}
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Common::ScopeGuard controller_guard{[init_controllers] {
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if (!init_controllers)
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return;
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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();
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// Set execution state to known values (CPU/FIFO/Audio Paused)
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CPU::Break();
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// Load GCM/DOL/ELF whatever ... we boot with the interpreter core
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PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
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// Determine the CPU thread function
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void (*cpuThreadFunc)(const std::optional<std::string>& savestate_path, bool delete_savestate);
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if (std::holds_alternative<BootParameters::DFF>(boot->parameters))
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cpuThreadFunc = FifoPlayerThread;
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else
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cpuThreadFunc = CpuThread;
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if (!CBoot::BootUp(std::move(boot)))
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return;
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// Initialise Wii filesystem contents.
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// This is done here after Boot and not in HW to ensure that we operate
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// with the correct title context since save copying requires title directories to exist.
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Common::ScopeGuard wiifs_guard{Core::CleanUpWiiFileSystemContents};
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if (SConfig::GetInstance().bWii)
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Core::InitializeWiiFileSystemContents();
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else
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wiifs_guard.Dismiss();
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// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
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Fifo::Prepare();
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// Setup our core, but can't use dynarec if we are compare server
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if (core_parameter.cpu_core != PowerPC::CPUCore::Interpreter &&
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(!core_parameter.bRunCompareServer || core_parameter.bRunCompareClient))
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{
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PowerPC::SetMode(PowerPC::CoreMode::JIT);
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}
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else
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{
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PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
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}
|
|
|
|
// 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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// 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();
|
|
|
|
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
|
|
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);
|
|
}
|
|
}
|
|
|
|
std::string message = StringFromFormat("%s | %s", SSettings.c_str(), SFPS.c_str());
|
|
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);
|
|
}
|
|
}
|
|
|
|
} // Core
|