ppsspp/Windows/EmuThread.cpp

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#include <mutex>
#include <atomic>
#include <thread>
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/GraphicsContext.h"
#include "Common/TimeUtil.h"
#include "Common/Thread/ThreadUtil.h"
#include "Windows/EmuThread.h"
#include "Windows/W32Util/Misc.h"
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#include "Windows/MainWindow.h"
#include "Windows/resource.h"
#include "Windows/WindowsHost.h"
#include "Core/Reporting.h"
#include "Core/MemMap.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
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enum class EmuThreadState {
DISABLED,
START_REQUESTED,
RUNNING,
QUIT_REQUESTED,
STOPPED,
};
static std::thread emuThread;
static std::atomic<int> emuThreadState((int)EmuThreadState::DISABLED);
static std::thread mainThread;
static bool useEmuThread;
static std::string g_error_message;
static bool g_inLoop;
extern std::vector<std::wstring> GetWideCmdLine();
class GraphicsContext;
static GraphicsContext *g_graphicsContext;
void MainThreadFunc();
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// On most other platforms, we let the "main" thread become the render thread and
// start a separate emu thread from that, if needed. Should probably switch to that
// to make it the same on all platforms.
void MainThread_Start(bool separateEmuThread) {
useEmuThread = separateEmuThread;
mainThread = std::thread(&MainThreadFunc);
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}
void MainThread_Stop() {
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// Already stopped?
UpdateUIState(UISTATE_EXIT);
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Core_Stop();
mainThread.join();
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}
bool MainThread_Ready() {
return g_inLoop;
}
static void EmuThreadFunc(GraphicsContext *graphicsContext) {
setCurrentThreadName("Emu");
// There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here.
emuThreadState = (int)EmuThreadState::RUNNING;
NativeInitGraphics(graphicsContext);
while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
// This way they can load a new game.
if (!Core_IsActive())
UpdateUIState(UISTATE_MENU);
Core_Run(g_graphicsContext);
}
emuThreadState = (int)EmuThreadState::STOPPED;
NativeShutdownGraphics();
// Ask the main thread to stop. This prevents a hang on a race condition.
graphicsContext->StopThread();
}
static void EmuThreadStart(GraphicsContext *graphicsContext) {
emuThreadState = (int)EmuThreadState::START_REQUESTED;
emuThread = std::thread(&EmuThreadFunc, graphicsContext);
}
static void EmuThreadStop() {
emuThreadState = (int)EmuThreadState::QUIT_REQUESTED;
}
static void EmuThreadJoin() {
emuThread.join();
emuThread = std::thread();
INFO_LOG(SYSTEM, "EmuThreadJoin - joined");
}
void MainThreadFunc() {
if (useEmuThread) {
// We'll start up a separate thread we'll call Emu
setCurrentThreadName("Render");
} else {
// This is both Emu and Render.
setCurrentThreadName("Emu");
}
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host = new WindowsHost(MainWindow::GetHInstance(), MainWindow::GetHWND(), MainWindow::GetDisplayHWND());
host->SetWindowTitle(nullptr);
// We convert command line arguments to UTF-8 immediately.
std::vector<std::wstring> wideArgs = GetWideCmdLine();
std::vector<std::string> argsUTF8;
for (auto& string : wideArgs) {
argsUTF8.push_back(ConvertWStringToUTF8(string));
}
std::vector<const char *> args;
for (auto& string : argsUTF8) {
args.push_back(string.c_str());
}
bool performingRestart = NativeIsRestarting();
NativeInit(static_cast<int>(args.size()), &args[0], "", "", nullptr);
if (g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
if (!useEmuThread) {
// Okay, we must've switched to OpenGL. Let's flip the emu thread on.
useEmuThread = true;
setCurrentThreadName("Render");
}
} else if (useEmuThread) {
// We must've failed over from OpenGL, flip the emu thread off.
useEmuThread = false;
setCurrentThreadName("Emu");
}
if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {
Reporting::ReportMessage("Graphics init error: %s", "ALL");
auto err = GetI18NCategory("Error");
const char *defaultErrorAll = "PPSSPP failed to startup with any graphics backend. Try upgrading your graphics and other drivers.";
const char *genericError = err->T("GenericAllStartupError", defaultErrorAll);
std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error"));
MessageBox(0, ConvertUTF8ToWString(genericError).c_str(), title.c_str(), MB_OK);
// Let's continue (and probably crash) just so they have a way to keep trying.
}
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host->UpdateUI();
std::string error_string;
bool success = host->InitGraphics(&error_string, &g_graphicsContext);
if (success) {
// Main thread is the render thread.
success = g_graphicsContext->InitFromRenderThread(&error_string);
}
if (!success) {
// Before anything: are we restarting right now?
if (performingRestart) {
// Okay, switching graphics didn't work out. Probably a driver bug - fallback to restart.
// This happens on NVIDIA when switching OpenGL -> Vulkan.
g_Config.Save("switch_graphics_failed");
W32Util::ExitAndRestart();
}
auto err = GetI18NCategory("Error");
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Reporting::ReportMessage("Graphics init error: %s", error_string.c_str());
const char *defaultErrorVulkan = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to OpenGL?\n\nError message:";
const char *defaultErrorOpenGL = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to DirectX 9?\n\nError message:";
const char *defaultErrorDirect3D9 = "Failed initializing graphics. Try upgrading your graphics drivers and directx 9 runtime.\n\nWould you like to try switching to OpenGL?\n\nError message:";
const char *genericError;
GPUBackend nextBackend = GPUBackend::DIRECT3D9;
switch (g_Config.iGPUBackend) {
case (int)GPUBackend::DIRECT3D9:
nextBackend = GPUBackend::OPENGL;
genericError = err->T("GenericDirect3D9Error", defaultErrorDirect3D9);
break;
case (int)GPUBackend::VULKAN:
nextBackend = GPUBackend::OPENGL;
genericError = err->T("GenericVulkanError", defaultErrorVulkan);
break;
case (int)GPUBackend::OPENGL:
default:
nextBackend = GPUBackend::DIRECT3D9;
genericError = err->T("GenericOpenGLError", defaultErrorOpenGL);
break;
}
std::string full_error = StringFromFormat("%s\n\n%s", genericError, error_string.c_str());
std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error"));
bool yes = IDYES == MessageBox(0, ConvertUTF8ToWString(full_error).c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
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ERROR_LOG(BOOT, "%s", full_error.c_str());
if (yes) {
// Change the config to the alternative and restart.
g_Config.iGPUBackend = (int)nextBackend;
// Clear this to ensure we try their selection.
g_Config.sFailedGPUBackends.clear();
g_Config.Save("save_graphics_fallback");
W32Util::ExitAndRestart();
} else {
if (g_Config.iGPUBackend == (int)GPUBackend::DIRECT3D9) {
// Allow the user to download the DX9 runtime.
LaunchBrowser("https://www.microsoft.com/en-us/download/details.aspx?id=34429");
}
}
// No safe way out without graphics.
ExitProcess(1);
}
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GraphicsContext *graphicsContext = g_graphicsContext;
if (!useEmuThread) {
NativeInitGraphics(graphicsContext);
NativeResized();
}
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INFO_LOG(BOOT, "Done.");
if (coreState == CORE_POWERDOWN) {
INFO_LOG(BOOT, "Exit before core loop.");
goto shutdown;
}
g_inLoop = true;
if (useEmuThread) {
EmuThreadStart(graphicsContext);
}
graphicsContext->ThreadStart();
if (g_Config.bBrowse)
PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
Core_EnableStepping(false);
if (useEmuThread) {
while (emuThreadState != (int)EmuThreadState::DISABLED) {
graphicsContext->ThreadFrame();
if (GetUIState() == UISTATE_EXIT) {
break;
}
}
} else {
while (GetUIState() != UISTATE_EXIT) {
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
// This way they can load a new game.
if (!Core_IsActive())
UpdateUIState(UISTATE_MENU);
Core_Run(g_graphicsContext);
}
}
Core_Stop();
if (!useEmuThread) {
// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
Core_Run(g_graphicsContext);
}
Core_WaitInactive(800);
g_inLoop = false;
if (useEmuThread) {
EmuThreadStop();
while (graphicsContext->ThreadFrame()) {
// Need to keep eating frames to allow the EmuThread to exit correctly.
continue;
}
EmuThreadJoin();
}
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shutdown:
if (!useEmuThread) {
NativeShutdownGraphics();
}
g_graphicsContext->ThreadEnd();
g_graphicsContext->ShutdownFromRenderThread();
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// NativeShutdown deletes the graphics context through host->ShutdownGraphics().
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NativeShutdown();
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PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_UI, 0, 0);
}