ppsspp/Windows/EmuThread.cpp

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// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
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#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "base/mutex.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
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#include "../Globals.h"
#include "Windows/EmuThread.h"
#include "Windows/WndMainWindow.h"
#include "Windows/resource.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 "thread/threadutil.h"
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#include <tchar.h>
#include <process.h>
#include <intrin.h>
#pragma intrinsic(_InterlockedExchange)
static recursive_mutex emuThreadLock;
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static HANDLE emuThread;
static volatile long emuThreadReady;
enum EmuThreadStatus : long
{
THREAD_NONE = 0,
THREAD_INIT,
THREAD_CORE_LOOP,
THREAD_SHUTDOWN,
THREAD_END,
};
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HANDLE EmuThread_GetThreadHandle()
{
lock_guard guard(emuThreadLock);
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return emuThread;
}
unsigned int WINAPI TheThread(void *);
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void EmuThread_Start()
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{
lock_guard guard(emuThreadLock);
emuThread = (HANDLE)_beginthreadex(0, 0, &TheThread, 0, 0, 0);
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}
void EmuThread_Stop()
{
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// Already stopped?
{
lock_guard guard(emuThreadLock);
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if (emuThread == NULL || emuThreadReady == THREAD_END)
return;
}
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UpdateUIState(UISTATE_EXIT);
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Core_Stop();
Core_WaitInactive(800);
if (WAIT_TIMEOUT == WaitForSingleObject(emuThread, 800))
{
_dbg_assert_msg_(COMMON, false, "Wait for EmuThread timed out.");
}
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{
lock_guard guard(emuThreadLock);
CloseHandle(emuThread);
emuThread = 0;
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}
host->UpdateUI();
}
bool EmuThread_Ready()
{
return emuThreadReady == THREAD_CORE_LOOP;
}
unsigned int WINAPI TheThread(void *)
{
_InterlockedExchange(&emuThreadReady, THREAD_INIT);
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setCurrentThreadName("EmuThread");
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// Native overwrites host. Can't allow that.
Host *oldHost = host;
NativeInit(__argc, (const char **)__argv, "1234", "1234", "1234");
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Host *nativeHost = host;
host = oldHost;
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host->UpdateUI();
//Check Colour depth
HDC dc = GetDC(NULL);
u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL);
ReleaseDC(NULL, dc);
if (colour_depth != 32){
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MessageBoxA(0, "Please switch your display to 32-bit colour mode", "OpenGL Error", MB_OK);
ExitProcess(1);
}
std::string error_string;
if (!host->InitGL(&error_string)) {
Reporting::ReportMessage("OpenGL init error: %s", error_string.c_str());
std::string full_error = StringFromFormat( "Failed initializing OpenGL. Try upgrading your graphics drivers.\n\nError message:\n\n%s", error_string.c_str());
MessageBoxA(0, full_error.c_str(), "OpenGL Error", MB_OK | MB_ICONERROR);
ERROR_LOG(BOOT, full_error.c_str());
// No safe way out without OpenGL.
ExitProcess(1);
}
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NativeInitGraphics();
NativeResized();
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INFO_LOG(BOOT, "Done.");
_dbg_update_();
if (coreState == CORE_POWERDOWN) {
INFO_LOG(BOOT, "Exit before core loop.");
goto shutdown;
}
_InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP);
if (g_Config.bBrowse)
PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
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Core_EnableStepping(FALSE);
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();
}
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shutdown:
_InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN);
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NativeShutdownGraphics();
host->ShutdownSound();
host = nativeHost;
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NativeShutdown();
host = oldHost;
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host->ShutdownGL();
_InterlockedExchange(&emuThreadReady, THREAD_END);
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return 0;
}