dolphin/Source/Core/Core/Core.cpp
JosJuice 9db0ebd4b6 PowerPC: Set host CPU rounding mode on init and savestate
Not doing this can cause desyncs when TASing. (I don't know
how common such desyncs would be, though. For games that
don't change rounding modes, they shouldn't be a problem.)
2021-06-10 20:12:15 +02:00

1130 lines
31 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/Core.h"
#include <algorithm>
#include <atomic>
#include <cstring>
#include <mutex>
#include <queue>
#include <utility>
#include <variant>
#include <fmt/chrono.h>
#include <fmt/format.h>
#ifdef _WIN32
#include <windows.h>
#endif
#include "AudioCommon/AudioCommon.h"
#include "Common/CPUDetect.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/FPURoundMode.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Logging/Log.h"
#include "Common/MemoryUtil.h"
#include "Common/MsgHandler.h"
#include "Common/ScopeGuard.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Common/Version.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/ConfigManager.h"
#include "Core/CoreTiming.h"
#include "Core/DSPEmulator.h"
#include "Core/DolphinAnalytics.h"
#include "Core/FifoPlayer/FifoPlayer.h"
#include "Core/FreeLookManager.h"
#include "Core/HLE/HLE.h"
#include "Core/HW/CPU.h"
#include "Core/HW/DSP.h"
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/HW.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/HW/Wiimote.h"
#include "Core/Host.h"
#include "Core/IOS/IOS.h"
#include "Core/MemTools.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/NetPlayProto.h"
#include "Core/PatchEngine.h"
#include "Core/PowerPC/JitInterface.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.h"
#include "Core/WiiRoot.h"
#ifdef USE_GDBSTUB
#include "Core/PowerPC/GDBStub.h"
#endif
#ifdef USE_MEMORYWATCHER
#include "Core/MemoryWatcher.h"
#endif
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/GCAdapter.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoBackendBase.h"
#ifdef ANDROID
#include "jni/AndroidCommon/IDCache.h"
#endif
namespace Core
{
static bool s_wants_determinism;
// Declarations and definitions
static Common::Timer s_timer;
static std::atomic<u32> s_drawn_frame;
static std::atomic<u32> s_drawn_video;
static bool s_is_stopping = false;
static bool s_hardware_initialized = false;
static bool s_is_started = false;
static Common::Flag s_is_booting;
static std::thread s_emu_thread;
static std::vector<StateChangedCallbackFunc> s_on_state_changed_callbacks;
static std::thread s_cpu_thread;
static bool s_request_refresh_info = false;
static bool s_is_throttler_temp_disabled = false;
static std::atomic<double> s_last_actual_emulation_speed{1.0};
static bool s_frame_step = false;
static std::atomic<bool> s_stop_frame_step;
#ifdef USE_MEMORYWATCHER
static std::unique_ptr<MemoryWatcher> s_memory_watcher;
#endif
struct HostJob
{
std::function<void()> job;
bool run_after_stop;
};
static std::mutex s_host_jobs_lock;
static std::queue<HostJob> s_host_jobs_queue;
static Common::Event s_cpu_thread_job_finished;
static thread_local bool tls_is_cpu_thread = false;
static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi);
bool GetIsThrottlerTempDisabled()
{
return s_is_throttler_temp_disabled;
}
void SetIsThrottlerTempDisabled(bool disable)
{
s_is_throttler_temp_disabled = disable;
}
double GetActualEmulationSpeed()
{
return s_last_actual_emulation_speed;
}
void FrameUpdateOnCPUThread()
{
if (NetPlay::IsNetPlayRunning())
NetPlay::NetPlayClient::SendTimeBase();
}
void OnFrameEnd()
{
#ifdef USE_MEMORYWATCHER
if (s_memory_watcher)
s_memory_watcher->Step();
#endif
}
// Display messages and return values
// Formatted stop message
std::string StopMessage(bool main_thread, std::string_view message)
{
return fmt::format("Stop [{} {}]\t{}", main_thread ? "Main Thread" : "Video Thread",
Common::CurrentThreadId(), message);
}
void DisplayMessage(std::string message, int time_in_ms)
{
if (!IsRunning())
return;
// Actually displaying non-ASCII could cause things to go pear-shaped
if (!std::all_of(message.begin(), message.end(), IsPrintableCharacter))
return;
Host_UpdateTitle(message);
OSD::AddMessage(std::move(message), time_in_ms);
}
bool IsRunning()
{
return (GetState() != State::Uninitialized || s_hardware_initialized) && !s_is_stopping;
}
bool IsRunningAndStarted()
{
return s_is_started && !s_is_stopping;
}
bool IsRunningInCurrentThread()
{
return IsRunning() && IsCPUThread();
}
bool IsCPUThread()
{
return tls_is_cpu_thread;
}
bool IsGPUThread()
{
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
{
return (s_emu_thread.joinable() && (s_emu_thread.get_id() == std::this_thread::get_id()));
}
else
{
return IsCPUThread();
}
}
bool WantsDeterminism()
{
return s_wants_determinism;
}
// This is called from the GUI thread. See the booting call schedule in
// BootManager.cpp
bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
{
if (s_emu_thread.joinable())
{
if (IsRunning())
{
PanicAlertFmtT("Emu Thread already running");
return false;
}
// The Emu Thread was stopped, synchronize with it.
s_emu_thread.join();
}
// Drain any left over jobs
HostDispatchJobs();
INFO_LOG_FMT(BOOT, "Starting core = {} mode", SConfig::GetInstance().bWii ? "Wii" : "GameCube");
INFO_LOG_FMT(BOOT, "CPU Thread separate = {}", SConfig::GetInstance().bCPUThread ? "Yes" : "No");
Host_UpdateMainFrame(); // Disable any menus or buttons at boot
// Issue any API calls which must occur on the main thread for the graphics backend.
WindowSystemInfo prepared_wsi(wsi);
g_video_backend->PrepareWindow(prepared_wsi);
// Start the emu thread
s_is_booting.Set();
s_emu_thread = std::thread(EmuThread, std::move(boot), prepared_wsi);
return true;
}
static void ResetRumble()
{
#if defined(__LIBUSB__)
GCAdapter::ResetRumble();
#endif
if (!Pad::IsInitialized())
return;
for (int i = 0; i < 4; ++i)
Pad::ResetRumble(i);
}
// Called from GUI thread
void Stop() // - Hammertime!
{
if (GetState() == State::Stopping || GetState() == State::Uninitialized)
return;
const SConfig& _CoreParameter = SConfig::GetInstance();
s_is_stopping = true;
s_timer.Stop();
CallOnStateChangedCallbacks(State::Stopping);
// Dump left over jobs
HostDispatchJobs();
Fifo::EmulatorState(false);
INFO_LOG_FMT(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
// Stop the CPU
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "Stop CPU"));
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_FMT(CONSOLE, "{}", StopMessage(true, "Wait for Video Loop to exit ..."));
g_video_backend->Video_ExitLoop();
}
s_last_actual_emulation_speed = 1.0;
}
void DeclareAsCPUThread()
{
tls_is_cpu_thread = true;
}
void UndeclareAsCPUThread()
{
tls_is_cpu_thread = false;
}
// For the CPU Thread only.
static void CPUSetInitialExecutionState()
{
// The CPU starts in stepping state, and will wait until a new state is set before executing.
// SetState must be called on the host thread, so we defer it for later.
QueueHostJob([]() {
SetState(SConfig::GetInstance().bBootToPause ? State::Paused : State::Running);
Host_UpdateDisasmDialog();
Host_UpdateMainFrame();
Host_Message(HostMessageID::WMUserCreate);
});
}
// Create the CPU thread, which is a CPU + Video thread in Single Core mode.
static void CpuThread(const std::optional<std::string>& savestate_path, bool delete_savestate)
{
DeclareAsCPUThread();
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
Common::SetCurrentThreadName("CPU thread");
else
Common::SetCurrentThreadName("CPU-GPU thread");
// This needs to be delayed until after the video backend is ready.
DolphinAnalytics::Instance().ReportGameStart();
#ifdef ANDROID
// For some reason, calling the JNI function AttachCurrentThread from the CPU thread after a
// certain point causes a crash if fastmem is enabled. Let's call it early to avoid that problem.
static_cast<void>(IDCache::GetEnvForThread());
#endif
if (_CoreParameter.bFastmem)
EMM::InstallExceptionHandler(); // Let's run under memory watch
#ifdef USE_MEMORYWATCHER
s_memory_watcher = std::make_unique<MemoryWatcher>();
#endif
if (savestate_path)
{
::State::LoadAs(*savestate_path);
if (delete_savestate)
File::Delete(*savestate_path);
}
s_is_started = true;
CPUSetInitialExecutionState();
#ifdef USE_GDBSTUB
#ifndef _WIN32
if (!_CoreParameter.gdb_socket.empty())
{
gdb_init_local(_CoreParameter.gdb_socket.data());
gdb_break();
}
else
#endif
if (_CoreParameter.iGDBPort > 0)
{
gdb_init(_CoreParameter.iGDBPort);
// break at next instruction (the first instruction)
gdb_break();
}
#endif
// Enter CPU run loop. When we leave it - we are done.
CPU::Run();
#ifdef USE_MEMORYWATCHER
s_memory_watcher.reset();
#endif
s_is_started = false;
if (_CoreParameter.bFastmem)
EMM::UninstallExceptionHandler();
}
static void FifoPlayerThread(const std::optional<std::string>& savestate_path,
bool delete_savestate)
{
DeclareAsCPUThread();
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
Common::SetCurrentThreadName("FIFO player thread");
else
Common::SetCurrentThreadName("FIFO-GPU thread");
// Enter CPU run loop. When we leave it - we are done.
if (auto cpu_core = FifoPlayer::GetInstance().GetCPUCore())
{
PowerPC::InjectExternalCPUCore(cpu_core.get());
s_is_started = true;
CPUSetInitialExecutionState();
CPU::Run();
s_is_started = false;
PowerPC::InjectExternalCPUCore(nullptr);
FifoPlayer::GetInstance().Close();
}
else
{
// FIFO log does not contain any frames, cannot continue.
PanicAlertFmt("FIFO file is invalid, cannot playback.");
FifoPlayer::GetInstance().Close();
return;
}
}
// Initialize and create emulation thread
// Call browser: Init():s_emu_thread().
// See the BootManager.cpp file description for a complete call schedule.
static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi)
{
const SConfig& core_parameter = SConfig::GetInstance();
CallOnStateChangedCallbacks(State::Starting);
Common::ScopeGuard flag_guard{[] {
s_is_booting.Clear();
s_is_started = false;
s_is_stopping = false;
s_wants_determinism = false;
CallOnStateChangedCallbacks(State::Uninitialized);
INFO_LOG_FMT(CONSOLE, "Stop\t\t---- Shutdown complete ----");
}};
Common::SetCurrentThreadName("Emuthread - Starting");
// For a time this acts as the CPU thread...
DeclareAsCPUThread();
s_frame_step = false;
// The frontend will likely have initialized the controller interface, as it needs
// it to provide the configuration dialogs. In this case, instead of re-initializing
// entirely, we switch the window used for inputs to the render window. This way, the
// cursor position is relative to the render window, instead of the main window.
bool init_controllers = false;
if (!g_controller_interface.IsInit())
{
g_controller_interface.Initialize(wsi);
Pad::Initialize();
Keyboard::Initialize();
init_controllers = true;
}
else
{
g_controller_interface.ChangeWindow(wsi.render_window);
Pad::LoadConfig();
Keyboard::LoadConfig();
}
const std::optional<std::string> savestate_path = boot->savestate_path;
const bool delete_savestate = boot->delete_savestate;
// Load and Init Wiimotes - only if we are booting in Wii mode
bool init_wiimotes = false;
if (core_parameter.bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
{
if (init_controllers)
{
Wiimote::Initialize(savestate_path ? Wiimote::InitializeMode::DO_WAIT_FOR_WIIMOTES :
Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
init_wiimotes = true;
}
else
{
Wiimote::LoadConfig();
}
if (NetPlay::IsNetPlayRunning())
NetPlay::SetupWiimotes();
}
if (init_controllers)
{
FreeLook::Initialize();
}
else
{
FreeLook::LoadInputConfig();
}
Common::ScopeGuard controller_guard{[init_controllers, init_wiimotes] {
if (!init_controllers)
return;
if (init_wiimotes)
{
Wiimote::ResetAllWiimotes();
Wiimote::Shutdown();
}
FreeLook::Shutdown();
ResetRumble();
Keyboard::Shutdown();
Pad::Shutdown();
g_controller_interface.Shutdown();
}};
Movie::Init(*boot);
Common::ScopeGuard movie_guard{&Movie::Shutdown};
AudioCommon::InitSoundStream();
Common::ScopeGuard audio_guard{&AudioCommon::ShutdownSoundStream};
HW::Init();
Common::ScopeGuard hw_guard{[] {
// We must set up this flag before executing HW::Shutdown()
s_hardware_initialized = false;
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "Shutting down HW"));
HW::Shutdown();
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "HW shutdown"));
// Clear on screen messages that haven't expired
OSD::ClearMessages();
// The config must be restored only after the whole HW has shut down,
// not when it is still running.
BootManager::RestoreConfig();
PatchEngine::Shutdown();
HLE::Clear();
PowerPC::debug_interface.Clear();
}};
VideoBackendBase::PopulateBackendInfo();
if (!g_video_backend->Initialize(wsi))
{
PanicAlertFmt("Failed to initialize video backend!");
return;
}
Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
// Render a single frame without anything on it to clear the screen.
// This avoids the game list being displayed while the core is finishing initializing.
g_renderer->BeginUIFrame();
g_renderer->EndUIFrame();
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))
{
PanicAlertFmt("Failed to initialize DSP emulation!");
return;
}
// Inputs loading may have generated custom dynamic textures
// it's now ok to initialize any custom textures
HiresTexture::Update();
AudioCommon::PostInitSoundStream();
// 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);
// Determine the CPU thread function
void (*cpuThreadFunc)(const std::optional<std::string>& savestate_path, bool delete_savestate);
if (std::holds_alternative<BootParameters::DFF>(boot->parameters))
cpuThreadFunc = FifoPlayerThread;
else
cpuThreadFunc = CpuThread;
if (!CBoot::BootUp(std::move(boot)))
return;
// Initialise Wii filesystem contents.
// This is done here after Boot and not in BootManager to ensure that we operate
// with the correct title context since save copying requires title directories to exist.
Common::ScopeGuard wiifs_guard{&Core::CleanUpWiiFileSystemContents};
if (SConfig::GetInstance().bWii)
Core::InitializeWiiFileSystemContents();
else
wiifs_guard.Dismiss();
// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
Fifo::Prepare();
// Setup our core, but can't use dynarec if we are compare server
if (core_parameter.cpu_core != PowerPC::CPUCore::Interpreter &&
(!core_parameter.bRunCompareServer || core_parameter.bRunCompareClient))
{
PowerPC::SetMode(PowerPC::CoreMode::JIT);
}
else
{
PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
}
// ENTER THE VIDEO THREAD LOOP
if (core_parameter.bCPUThread)
{
// This thread, after creating the EmuWindow, spawns a CPU
// thread, and then takes over and becomes the video thread
Common::SetCurrentThreadName("Video thread");
UndeclareAsCPUThread();
FPURoundMode::LoadDefaultSIMDState();
// 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_FMT(CONSOLE, "{}", StopMessage(false, "Video Loop Ended"));
// Join with the CPU thread.
s_cpu_thread.join();
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "CPU thread stopped."));
}
else // SingleCore mode
{
// Become the CPU thread
cpuThreadFunc(savestate_path, delete_savestate);
}
#ifdef USE_GDBSTUB
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "Stopping GDB ..."));
gdb_deinit();
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "GDB stopped."));
#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();
s_timer.Update();
break;
case State::Running:
CPU::EnableStepping(false);
Wiimote::Resume();
if (!s_timer.IsRunning())
{
s_timer.Start();
}
else
{
// Add time difference from the last pause
s_timer.AddTimeDifference();
}
break;
default:
PanicAlertFmt("Invalid state");
break;
}
CallOnStateChangedCallbacks(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()
{
// append gameId, path only contains the folder here.
const std::string path_prefix =
GenerateScreenshotFolderPath() + SConfig::GetInstance().GetGameID();
const std::time_t cur_time = std::time(nullptr);
const std::string base_name =
fmt::format("{}_{:%Y-%m-%d_%H-%M-%S}", path_prefix, *std::localtime(&cur_time));
// First try a filename without any suffixes, if already exists then append increasing numbers
std::string name = fmt::format("{}.png", base_name);
if (File::Exists(name))
{
for (u32 i = 1; File::Exists(name = fmt::format("{}_{}.png", base_name, i)); ++i)
;
}
return name;
}
void SaveScreenShot()
{
Core::RunAsCPUThread([] { g_renderer->SaveScreenshot(GenerateScreenshotName()); });
}
void SaveScreenShot(std::string_view name)
{
Core::RunAsCPUThread([&name] {
g_renderer->SaveScreenshot(fmt::format("{}{}.png", GenerateScreenshotFolderPath(), name));
});
}
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 (!IsRunningAndStarted())
return true;
bool was_unpaused = true;
if (do_lock)
{
// first pause the CPU
// This acquires a wrapper mutex and converts the current thread into
// a temporary replacement CPU Thread.
was_unpaused = CPU::PauseAndLock(true);
}
ExpansionInterface::PauseAndLock(do_lock, false);
// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
DSP::GetDSPEmulator()->PauseAndLock(do_lock, false);
// video has to come after CPU, because CPU thread can wait for video thread
// (s_efbAccessRequested).
Fifo::PauseAndLock(do_lock, false);
ResetRumble();
// CPU is unlocked last because CPU::PauseAndLock contains the synchronization
// mechanism that prevents CPU::Break from racing.
if (!do_lock)
{
// The CPU is responsible for managing the Audio and FIFO state so we use its
// mechanism to unpause them. If we unpaused the systems above when releasing
// the locks then they could call CPU::Break which would require detecting it
// and re-pausing with CPU::EnableStepping.
was_unpaused = CPU::PauseAndLock(false, unpause_on_unlock, true);
}
return was_unpaused;
}
void RunAsCPUThread(std::function<void()> function)
{
const bool is_cpu_thread = IsCPUThread();
bool was_unpaused = false;
if (!is_cpu_thread)
was_unpaused = PauseAndLock(true, true);
function();
if (!is_cpu_thread)
PauseAndLock(false, was_unpaused);
}
void RunOnCPUThread(std::function<void()> function, bool wait_for_completion)
{
// If the CPU thread is not running, assume there is no active CPU thread we can race against.
if (!IsRunning() || IsCPUThread())
{
function();
return;
}
// Pause the CPU (set it to stepping mode).
const bool was_running = PauseAndLock(true, true);
// Queue the job function.
if (wait_for_completion)
{
// Trigger the event after executing the function.
s_cpu_thread_job_finished.Reset();
CPU::AddCPUThreadJob([&function]() {
function();
s_cpu_thread_job_finished.Set();
});
}
else
{
CPU::AddCPUThreadJob(std::move(function));
}
// Release the CPU thread, and let it execute the callback.
PauseAndLock(false, was_running);
// If we're waiting for completion, block until the event fires.
if (wait_for_completion)
{
// Periodically yield to the UI thread, so we don't deadlock.
while (!s_cpu_thread_job_finished.WaitFor(std::chrono::milliseconds(10)))
Host_YieldToUI();
}
}
// Display FPS info
// This should only be called from VI
void VideoThrottle()
{
// Update info per second
u32 ElapseTime = (u32)s_timer.GetTimeElapsed();
if ((ElapseTime >= 1000 && s_drawn_video.load() > 0) || s_request_refresh_info)
{
s_timer.Start();
UpdateTitle(ElapseTime);
s_drawn_frame.store(0);
s_drawn_video.store(0);
}
s_drawn_video++;
}
// --- Callbacks for backends / engine ---
// Called from Renderer::Swap (GPU thread) when a new (non-duplicate)
// frame is presented to the host screen
void Callback_FramePresented(double actual_emulation_speed)
{
s_last_actual_emulation_speed = actual_emulation_speed;
s_drawn_frame++;
s_stop_frame_step.store(true);
}
// Called from VideoInterface::Update (CPU thread) at emulated field boundaries
void Callback_NewField()
{
if (s_frame_step)
{
// To ensure that s_stop_frame_step is up to date, wait for the GPU thread queue to empty,
// since it is may contain a swap event (which will call Callback_FramePresented). This hurts
// the performance a little, but luckily, performance matters less when using frame stepping.
AsyncRequests::GetInstance()->WaitForEmptyQueue();
// Only stop the frame stepping if a new frame was displayed
// (as opposed to the previous frame being displayed for another frame).
if (s_stop_frame_step.load())
{
s_frame_step = false;
CPU::Break();
CallOnStateChangedCallbacks(Core::GetState());
}
}
}
void UpdateTitle(u32 ElapseTime)
{
s_request_refresh_info = false;
SConfig& _CoreParameter = SConfig::GetInstance();
if (ElapseTime == 0)
ElapseTime = 1;
float FPS = (float)(s_drawn_frame.load() * 1000.0 / ElapseTime);
float VPS = (float)(s_drawn_video.load() * 1000.0 / ElapseTime);
float Speed = (float)(s_drawn_video.load() * (100 * 1000.0) /
(VideoInterface::GetTargetRefreshRate() * ElapseTime));
// Settings are shown the same for both extended and summary info
const std::string SSettings =
fmt::format("{} {} | {} | {}", PowerPC::GetCPUName(), _CoreParameter.bCPUThread ? "DC" : "SC",
g_video_backend->GetDisplayName(), _CoreParameter.bDSPHLE ? "HLE" : "LLE");
std::string SFPS;
if (Movie::IsPlayingInput())
{
SFPS = fmt::format("Input: {}/{} - VI: {} - FPS: {:.0f} - VPS: {:.0f} - {:.0f}%",
Movie::GetCurrentInputCount(), Movie::GetTotalInputCount(),
Movie::GetCurrentFrame(), FPS, VPS, Speed);
}
else if (Movie::IsRecordingInput())
{
SFPS = fmt::format("Input: {} - VI: {} - FPS: {:.0f} - VPS: {:.0f} - {:.0f}%",
Movie::GetCurrentInputCount(), Movie::GetCurrentFrame(), FPS, VPS, Speed);
}
else
{
SFPS = fmt::format("FPS: {:.0f} - VPS: {:.0f} - {:.0f}%", FPS, VPS, Speed);
if (SConfig::GetInstance().m_InterfaceExtendedFPSInfo)
{
// Use extended or summary information. The summary information does not print the ticks data,
// that's more of a debugging interest, it can always be optional of course if someone is
// interested.
static u64 ticks = 0;
static u64 idleTicks = 0;
u64 newTicks = CoreTiming::GetTicks();
u64 newIdleTicks = CoreTiming::GetIdleTicks();
u64 diff = (newTicks - ticks) / 1000000;
u64 idleDiff = (newIdleTicks - idleTicks) / 1000000;
ticks = newTicks;
idleTicks = newIdleTicks;
float TicksPercentage =
(float)diff / (float)(SystemTimers::GetTicksPerSecond() / 1000000) * 100;
SFPS += fmt::format(" | CPU: ~{} MHz [Real: {} + IdleSkip: {}] / {} MHz (~{:3.0f}%)", diff,
diff - idleDiff, idleDiff, SystemTimers::GetTicksPerSecond() / 1000000,
TicksPercentage);
}
}
std::string message = fmt::format("{} | {} | {}", Common::scm_rev_str, SSettings, SFPS);
if (SConfig::GetInstance().m_show_active_title)
{
const std::string& title = SConfig::GetInstance().GetTitleDescription();
if (!title.empty())
message += " | " + title;
}
// Update the audio timestretcher with the current speed
if (g_sound_stream)
{
Mixer* pMixer = g_sound_stream->GetMixer();
pMixer->UpdateSpeed((float)Speed / 100);
}
Host_UpdateTitle(message);
}
void Shutdown()
{
// During shutdown DXGI expects us to handle some messages on the UI thread.
// Therefore we can't immediately block and wait for the emu thread to shut
// down, so we join the emu thread as late as possible when the UI has already
// shut down.
// For more info read "DirectX Graphics Infrastructure (DXGI): Best Practices"
// on MSDN.
if (s_emu_thread.joinable())
s_emu_thread.join();
// Make sure there's nothing left over in case we're about to exit.
HostDispatchJobs();
}
int AddOnStateChangedCallback(StateChangedCallbackFunc callback)
{
for (size_t i = 0; i < s_on_state_changed_callbacks.size(); ++i)
{
if (!s_on_state_changed_callbacks[i])
{
s_on_state_changed_callbacks[i] = std::move(callback);
return int(i);
}
}
s_on_state_changed_callbacks.emplace_back(std::move(callback));
return int(s_on_state_changed_callbacks.size()) - 1;
}
bool RemoveOnStateChangedCallback(int* handle)
{
if (handle && *handle >= 0 && s_on_state_changed_callbacks.size() > *handle)
{
s_on_state_changed_callbacks[*handle] = StateChangedCallbackFunc();
*handle = -1;
return true;
}
return false;
}
void CallOnStateChangedCallbacks(Core::State state)
{
for (const StateChangedCallbackFunc& on_state_changed_callback : s_on_state_changed_callbacks)
{
if (on_state_changed_callback)
on_state_changed_callback(state);
}
}
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_FMT(COMMON, "Want determinism <- {}", 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 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 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_stop_frame_step = false;
s_frame_step = true;
RequestRefreshInfo();
SetState(State::Running);
}
else if (!s_frame_step)
{
// if not paused yet, pause immediately instead
SetState(State::Paused);
}
}
void UpdateInputGate(bool require_focus, bool require_full_focus)
{
// If the user accepts background input, controls should pass even if an on screen interface is on
const bool focus_passes =
!require_focus || (Host_RendererHasFocus() && !Host_UIBlocksControllerState());
// Ignore full focus if we don't require basic focus
const bool full_focus_passes =
!require_focus || !require_full_focus || (focus_passes && Host_RendererHasFullFocus());
ControlReference::SetInputGate(focus_passes && full_focus_passes);
}
} // namespace Core