dolphin/Source/Core/Core/Core.cpp
Ryan Houdek 839df31347 Merge of GL-AutoChoose.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
2014-01-18 04:11:59 +00:00

771 lines
20 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifdef _WIN32
#include <windows.h>
#include "EmuWindow.h"
#endif
#include "Atomic.h"
#include "Thread.h"
#include "Timer.h"
#include "Common.h"
#include "CommonPaths.h"
#include "StringUtil.h"
#include "MathUtil.h"
#include "MemoryUtil.h"
#include "Core.h"
#include "CPUDetect.h"
#include "CoreTiming.h"
#include "Boot/Boot.h"
#include "FifoPlayer/FifoPlayer.h"
#include "HW/Memmap.h"
#include "HW/ProcessorInterface.h"
#include "HW/GPFifo.h"
#include "HW/CPU.h"
#include "HW/GCPad.h"
#include "HW/Wiimote.h"
#include "HW/HW.h"
#include "HW/DSP.h"
#include "HW/GPFifo.h"
#include "HW/AudioInterface.h"
#include "HW/VideoInterface.h"
#include "HW/EXI.h"
#include "HW/SystemTimers.h"
#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
#include "PowerPC/PowerPC.h"
#ifdef USE_GDBSTUB
#include "PowerPC/GDBStub.h"
#endif
#include "DSPEmulator.h"
#include "ConfigManager.h"
#include "VideoBackendBase.h"
#include "AudioCommon.h"
#include "OnScreenDisplay.h"
#include "VolumeHandler.h"
#include "FileMonitor.h"
#include "MemTools.h"
#include "Host.h"
#include "LogManager.h"
#include "State.h"
#include "Movie.h"
#include "NetPlayProto.h"
#include "PatchEngine.h"
// TODO: ugly, remove
bool g_aspect_wide;
namespace Core
{
// Declarations and definitions
Common::Timer Timer;
volatile u32 DrawnFrame = 0;
u32 DrawnVideo = 0;
// Function forwarding
const char *Callback_ISOName(void);
void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
// Function declarations
void EmuThread();
bool g_bStopping = false;
bool g_bHwInit = false;
bool g_bStarted = false;
void *g_pWindowHandle = NULL;
std::string g_stateFileName;
std::thread g_EmuThread;
static std::thread g_cpu_thread;
static bool g_requestRefreshInfo = false;
static int g_pauseAndLockDepth = 0;
SCoreStartupParameter g_CoreStartupParameter;
bool isTabPressed = false;
std::string GetStateFileName() { return g_stateFileName; }
void SetStateFileName(std::string val) { g_stateFileName = val; }
// Display messages and return values
// Formatted stop message
std::string StopMessage(bool bMainThread, std::string Message)
{
return StringFromFormat("Stop [%s %i]\t%s\t%s",
bMainThread ? "Main Thread" : "Video Thread", Common::CurrentThreadId(), MemUsage().c_str(), Message.c_str());
}
//
bool PanicAlertToVideo(const char* text, bool yes_no)
{
DisplayMessage(text, 3000);
return true;
}
void DisplayMessage(const char *message, int time_in_ms)
{
SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
// Actually displaying non-ASCII could cause things to go pear-shaped
for (const char *c = message; *c != '\0'; ++c)
if (*c < ' ')
return;
g_video_backend->Video_AddMessage(message, time_in_ms);
if (_CoreParameter.bRenderToMain &&
SConfig::GetInstance().m_InterfaceStatusbar)
{
Host_UpdateStatusBar(message);
}
else
{
Host_UpdateTitle(message);
}
}
void Callback_DebuggerBreak()
{
CCPU::Break();
}
void *GetWindowHandle()
{
return g_pWindowHandle;
}
bool IsRunning()
{
return (GetState() != CORE_UNINITIALIZED) || g_bHwInit;
}
bool IsRunningAndStarted()
{
return g_bStarted;
}
bool IsRunningInCurrentThread()
{
return IsRunning() && IsCPUThread();
}
bool IsCPUThread()
{
return (g_cpu_thread.joinable() ? (g_cpu_thread.get_id() == std::this_thread::get_id()) : !g_bStarted);
}
bool IsGPUThread()
{
const SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
if (_CoreParameter.bCPUThread)
{
return (g_EmuThread.joinable() && (g_EmuThread.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()
{
const SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
if (g_EmuThread.joinable())
{
PanicAlertT("Emu Thread already running");
return false;
}
g_CoreStartupParameter = _CoreParameter;
INFO_LOG(OSREPORT, "Starting core = %s mode",
g_CoreStartupParameter.bWii ? "Wii" : "Gamecube");
INFO_LOG(OSREPORT, "CPU Thread separate = %s",
g_CoreStartupParameter.bCPUThread ? "Yes" : "No");
Host_UpdateMainFrame(); // Disable any menus or buttons at boot
g_aspect_wide = _CoreParameter.bWii;
if (g_aspect_wide)
{
IniFile gameIni = _CoreParameter.LoadGameIni();
gameIni.Get("Wii", "Widescreen", &g_aspect_wide,
!!SConfig::GetInstance().m_SYSCONF->
GetData<u8>("IPL.AR"));
}
// g_pWindowHandle is first the m_Panel handle,
// then it is updated to the render window handle,
// within g_video_backend->Initialize()
g_pWindowHandle = Host_GetRenderHandle();
// Start the emu thread
g_EmuThread = std::thread(EmuThread);
return true;
}
// Called from GUI thread
void Stop() // - Hammertime!
{
if (PowerPC::GetState() == PowerPC::CPU_POWERDOWN)
{
if (g_EmuThread.joinable())
g_EmuThread.join();
return;
}
const SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
g_bStopping = true;
g_video_backend->EmuStateChange(EMUSTATE_CHANGE_STOP);
INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
// Stop the CPU
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
PowerPC::Stop();
// Kick it if it's waiting (code stepping wait loop)
CCPU::StepOpcode();
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();
}
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping Emu thread ...").c_str());
g_EmuThread.join(); // Wait for emuthread to close.
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Main Emu thread stopped").c_str());
#ifdef _WIN32
EmuWindow::Close();
#endif
// Clear on screen messages that haven't expired
g_video_backend->Video_ClearMessages();
// Close the trace file
Core::StopTrace();
// Reload sysconf file in order to see changes committed during emulation
if (_CoreParameter.bWii)
SConfig::GetInstance().m_SYSCONF->Reload();
INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutdown complete ----");
Movie::Shutdown();
PatchEngine::Shutdown();
g_bStopping = false;
}
// Create the CPU thread, which is a CPU + Video thread in Single Core mode.
void CpuThread()
{
const SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
if (_CoreParameter.bCPUThread)
{
Common::SetCurrentThreadName("CPU thread");
}
else
{
Common::SetCurrentThreadName("CPU-GPU thread");
g_video_backend->Video_Prepare();
}
#if defined(_M_X64) || _M_ARM
if (_CoreParameter.bFastmem)
EMM::InstallExceptionHandler(); // Let's run under memory watch
#endif
if (!g_stateFileName.empty())
State::LoadAs(g_stateFileName);
g_bStarted = true;
#ifdef USE_GDBSTUB
if(_CoreParameter.iGDBPort > 0)
{
gdb_init(_CoreParameter.iGDBPort);
// break at next instruction (the first instruction)
gdb_break();
}
#endif
// Enter CPU run loop. When we leave it - we are done.
CCPU::Run();
g_bStarted = false;
if (!_CoreParameter.bCPUThread)
g_video_backend->Video_Cleanup();
return;
}
void FifoPlayerThread()
{
const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
if (_CoreParameter.bCPUThread)
{
Common::SetCurrentThreadName("FIFO player thread");
}
else
{
g_video_backend->Video_Prepare();
Common::SetCurrentThreadName("FIFO-GPU thread");
}
g_bStarted = true;
// Enter CPU run loop. When we leave it - we are done.
if (FifoPlayer::GetInstance().Open(_CoreParameter.m_strFilename))
{
FifoPlayer::GetInstance().Play();
FifoPlayer::GetInstance().Close();
}
g_bStarted = false;
if(!_CoreParameter.bCPUThread)
g_video_backend->Video_Cleanup();
return;
}
// Initalize and create emulation thread
// Call browser: Init():g_EmuThread().
// See the BootManager.cpp file description for a complete call schedule.
void EmuThread()
{
const SCoreStartupParameter& _CoreParameter =
SConfig::GetInstance().m_LocalCoreStartupParameter;
Common::SetCurrentThreadName("Emuthread - Starting");
DisplayMessage(cpu_info.brand_string, 8000);
DisplayMessage(cpu_info.Summarize(), 8000);
DisplayMessage(_CoreParameter.m_strFilename, 3000);
if (cpu_info.IsUnsafe() && (NetPlay::IsNetPlayRunning() || Movie::IsRecordingInput() || Movie::IsPlayingInput()))
{
PanicAlertT("Warning: Netplay/movies will desync because your CPU does not support DAZ and Dolphin does not emulate it anymore.");
}
Movie::Init();
HW::Init();
if (!g_video_backend->Initialize(g_pWindowHandle))
{
PanicAlert("Failed to initialize video backend!");
Host_Message(WM_USER_STOP);
return;
}
OSD::AddMessage("Dolphin " + g_video_backend->GetName() + " Video Backend.", 5000);
if (!DSP::GetDSPEmulator()->Initialize(g_pWindowHandle,
_CoreParameter.bWii, _CoreParameter.bDSPThread))
{
HW::Shutdown();
g_video_backend->Shutdown();
PanicAlert("Failed to initialize DSP emulator!");
Host_Message(WM_USER_STOP);
return;
}
Pad::Initialize(g_pWindowHandle);
// Load and Init Wiimotes - only if we are booting in wii mode
if (g_CoreStartupParameter.bWii)
{
Wiimote::Initialize(g_pWindowHandle, !g_stateFileName.empty());
// Activate wiimotes which don't have source set to "None"
for (unsigned int i = 0; i != MAX_BBMOTES; ++i)
if (g_wiimote_sources[i])
GetUsbPointer()->AccessWiiMote(i | 0x100)->Activate(true);
}
// The hardware is initialized.
g_bHwInit = true;
// Boot to pause or not
Core::SetState(_CoreParameter.bBootToPause ? Core::CORE_PAUSE : Core::CORE_RUN);
// Load GCM/DOL/ELF whatever ... we boot with the interpreter core
PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
CBoot::BootUp();
// Setup our core, but can't use dynarec if we are compare server
if (_CoreParameter.iCPUCore && (!_CoreParameter.bRunCompareServer ||
_CoreParameter.bRunCompareClient))
PowerPC::SetMode(PowerPC::MODE_JIT);
else
PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
// Update the window again because all stuff is initialized
Host_UpdateDisasmDialog();
Host_UpdateMainFrame();
// Determine the cpu thread function
void (*cpuThreadFunc)(void);
if (_CoreParameter.m_BootType == SCoreStartupParameter::BOOT_DFF)
cpuThreadFunc = FifoPlayerThread;
else
cpuThreadFunc = CpuThread;
// ENTER THE VIDEO THREAD LOOP
if (_CoreParameter.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
g_cpu_thread = std::thread(cpuThreadFunc);
// become the GPU thread
g_video_backend->Video_EnterLoop();
// 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 noone is pumping messages.
Common::SetCurrentThreadName("Emuthread - Idle");
// Spawn the CPU+GPU thread
g_cpu_thread = std::thread(cpuThreadFunc);
while (PowerPC::GetState() != PowerPC::CPU_POWERDOWN)
{
g_video_backend->PeekMessages();
Common::SleepCurrentThread(20);
}
}
// Wait for g_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
g_cpu_thread.join();
INFO_LOG(CONSOLE, "%s", StopMessage(true, "CPU thread stopped.").c_str());
if(_CoreParameter.bCPUThread)
g_video_backend->Video_Cleanup();
VolumeHandler::EjectVolume();
FileMon::Close();
// Stop audio thread - Actually this does nothing when using HLE
// emulation, but stops the DSP Interpreter when using LLE emulation.
DSP::GetDSPEmulator()->DSP_StopSoundStream();
// We must set up this flag before executing HW::Shutdown()
g_bHwInit = false;
INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
HW::Shutdown();
INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
Pad::Shutdown();
Wiimote::Shutdown();
g_video_backend->Shutdown();
}
// Set or get the running state
void SetState(EState _State)
{
switch (_State)
{
case CORE_PAUSE:
CCPU::EnableStepping(true); // Break
Wiimote::Pause();
break;
case CORE_RUN:
CCPU::EnableStepping(false);
Wiimote::Resume();
break;
default:
PanicAlertT("Invalid state");
break;
}
}
EState GetState()
{
if (g_bHwInit)
{
if (CCPU::IsStepping())
return CORE_PAUSE;
else if (g_bStopping)
return CORE_STOPPING;
else
return CORE_RUN;
}
return CORE_UNINITIALIZED;
}
static std::string GenerateScreenshotName()
{
const std::string& gameId = SConfig::GetInstance().m_LocalCoreStartupParameter.GetUniqueID();
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);
}
//append gameId, path only contains the folder here.
path += gameId;
std::string name;
for (int i = 1; File::Exists(name = StringFromFormat("%s-%d.png", path.c_str(), i)); ++i)
{
// TODO?
}
return name;
}
void SaveScreenShot()
{
const bool bPaused = (GetState() == CORE_PAUSE);
SetState(CORE_PAUSE);
g_video_backend->Video_Screenshot(GenerateScreenshotName().c_str());
if (!bPaused)
SetState(CORE_RUN);
}
void RequestRefreshInfo()
{
g_requestRefreshInfo = true;
}
bool PauseAndLock(bool doLock, bool unpauseOnUnlock)
{
// 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 (doLock ? g_pauseAndLockDepth++ : --g_pauseAndLockDepth)
return true;
// first pause or unpause the cpu
bool wasUnpaused = CCPU::PauseAndLock(doLock, unpauseOnUnlock);
ExpansionInterface::PauseAndLock(doLock, unpauseOnUnlock);
// audio has to come after cpu, because cpu thread can wait for audio thread (m_throttle).
AudioCommon::PauseAndLock(doLock, unpauseOnUnlock);
DSP::GetDSPEmulator()->PauseAndLock(doLock, unpauseOnUnlock);
// video has to come after cpu, because cpu thread can wait for video thread (s_efbAccessRequested).
g_video_backend->PauseAndLock(doLock, unpauseOnUnlock);
return wasUnpaused;
}
// Apply Frame Limit and Display FPS info
// This should only be called from VI
void VideoThrottle()
{
u32 TargetVPS = (SConfig::GetInstance().m_Framelimit > 2) ?
(SConfig::GetInstance().m_Framelimit - 1) * 5 : VideoInterface::TargetRefreshRate;
if (Host_GetKeyState('\t'))
isTabPressed = true;
// Disable the frame-limiter when the throttle (Tab) key is held down. Audio throttle: m_Framelimit = 2
if (SConfig::GetInstance().m_Framelimit && SConfig::GetInstance().m_Framelimit != 2 && !Host_GetKeyState('\t'))
{
isTabPressed = false;
u32 frametime = ((SConfig::GetInstance().b_UseFPS)? Common::AtomicLoad(DrawnFrame) : DrawnVideo) * 1000 / TargetVPS;
u32 timeDifference = (u32)Timer.GetTimeDifference();
if (timeDifference < frametime)
{
Common::SleepCurrentThread(frametime - timeDifference - 1);
}
while ((u32)Timer.GetTimeDifference() < frametime)
Common::YieldCPU();
//Common::SleepCurrentThread(1);
}
// Update info per second
u32 ElapseTime = (u32)Timer.GetTimeDifference();
if ((ElapseTime >= 1000 && DrawnVideo > 0) || g_requestRefreshInfo)
{
UpdateTitle();
// Reset counter
Timer.Update();
Common::AtomicStore(DrawnFrame, 0);
DrawnVideo = 0;
}
DrawnVideo++;
}
// Executed from GPU thread
// reports if a frame should be skipped or not
// depending on the framelimit set
bool ShouldSkipFrame(int skipped)
{
const u32 TargetFPS = (SConfig::GetInstance().m_Framelimit > 1)
? SConfig::GetInstance().m_Framelimit * 5
: VideoInterface::TargetRefreshRate;
const u32 frames = Common::AtomicLoad(DrawnFrame);
const bool fps_slow = !(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)
Common::AtomicIncrement(DrawnFrame);
Movie::FrameUpdate();
}
// Callback_ISOName: Let the DSP emulator get the game name
//
const char *Callback_ISOName()
{
SCoreStartupParameter& params =
SConfig::GetInstance().m_LocalCoreStartupParameter;
if (params.m_strName.length() > 0)
return params.m_strName.c_str();
else
return "";
}
void UpdateTitle()
{
u32 ElapseTime = (u32)Timer.GetTimeDifference();
g_requestRefreshInfo = false;
SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
if (ElapseTime == 0)
ElapseTime = 1;
u32 FPS = Common::AtomicLoad(DrawnFrame) * 1000 / ElapseTime;
u32 VPS = DrawnVideo * 1000 / ElapseTime;
u32 Speed = DrawnVideo * (100 * 1000) / (VideoInterface::TargetRefreshRate * ElapseTime);
// Settings are shown the same for both extended and summary info
std::string SSettings = StringFromFormat("%s %s | %s | %s", cpu_core_base->GetName(), _CoreParameter.bCPUThread ? "DC" : "SC",
g_video_backend->GetDisplayName().c_str(), _CoreParameter.bDSPHLE ? "HLE" : "LLE");
// 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.
//#define EXTENDED_INFO
#ifdef EXTENDED_INFO
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;
std::string SFPS = StringFromFormat("FPS: %u - VPS: %u - %u%%", FPS, VPS, Speed);
SFPS += StringFromFormat(" | CPU: %s%i MHz [Real: %i + IdleSkip: %i] / %i MHz (%s%3.0f%%)",
_CoreParameter.bSkipIdle ? "~" : "",
(int)(diff),
(int)(diff - idleDiff),
(int)(idleDiff),
SystemTimers::GetTicksPerSecond() / 1000000,
_CoreParameter.bSkipIdle ? "~" : "",
TicksPercentage);
#else // Summary information
std::string SFPS;
if (Movie::IsPlayingInput())
SFPS = StringFromFormat("VI: %u/%u - Frame: %u/%u - FPS: %u - VPS: %u - %u%%", (u32)Movie::g_currentFrame, (u32)Movie::g_totalFrames, (u32)Movie::g_currentInputCount, (u32)Movie::g_totalInputCount, FPS, VPS, Speed);
else if (Movie::IsRecordingInput())
SFPS = StringFromFormat("VI: %u - Frame: %u - FPS: %u - VPS: %u - %u%%", (u32)Movie::g_currentFrame, (u32)Movie::g_currentInputCount, FPS, VPS, Speed);
else
SFPS = StringFromFormat("FPS: %u - VPS: %u - %u%%", FPS, VPS, Speed);
#endif
// This is our final "frame counter" string
std::string SMessage = StringFromFormat("%s | %s",
SSettings.c_str(), SFPS.c_str());
std::string TMessage = StringFromFormat("%s | ", scm_rev_str) +
SMessage;
// Show message
g_video_backend->UpdateFPSDisplay(SMessage.c_str());
// Update the audio timestretcher with the current speed
if (soundStream)
{
CMixer* pMixer = soundStream->GetMixer();
pMixer->UpdateSpeed((float)Speed / 100);
}
if (_CoreParameter.bRenderToMain &&
SConfig::GetInstance().m_InterfaceStatusbar)
{
Host_UpdateStatusBar(SMessage.c_str());
Host_UpdateTitle(scm_rev_str);
}
else
Host_UpdateTitle(TMessage.c_str());
}
} // Core