Comments, make locking more consistent in GameInfoCache

This commit is contained in:
Henrik Rydgård 2024-01-19 11:25:46 +01:00
parent 52b526e825
commit f73d0587d4
7 changed files with 53 additions and 33 deletions

View File

@ -227,14 +227,13 @@ std::string Path::GetDirectory() const {
return path_;
}
bool Path::FilePathContainsNoCase(const std::string &needle) const {
bool Path::FilePathContainsNoCase(std::string_view needle) const {
std::string haystack;
if (type_ == PathType::CONTENT_URI) {
haystack = AndroidContentURI(path_).FilePath();
} else {
haystack = path_;
}
auto pred = [](char ch1, char ch2) { return std::toupper(ch1) == std::toupper(ch2); };
auto found = std::search(haystack.begin(), haystack.end(), needle.begin(), needle.end(), pred);
return found != haystack.end();

View File

@ -118,7 +118,7 @@ public:
return path_ != other.path_ || type_ != other.type_;
}
bool FilePathContainsNoCase(const std::string &needle) const;
bool FilePathContainsNoCase(std::string_view needle) const;
bool StartsWith(const Path &other) const;

View File

@ -39,7 +39,7 @@ public:
return;
}
if (!tempImage_->LoadTextureLevels(buffer, fileSize, type_)) {
if (!tempImage_->LoadTextureLevelsFromFileData(buffer, fileSize, type_)) {
*state_ = ManagedTexture::LoadState::FAILED;
waitable_->Notify();
return;
@ -85,7 +85,7 @@ static ImageFileType DetectImageFileType(const uint8_t *data, size_t size) {
}
}
bool TempImage::LoadTextureLevels(const uint8_t *data, size_t size, ImageFileType typeSuggestion) {
bool TempImage::LoadTextureLevelsFromFileData(const uint8_t *data, size_t size, ImageFileType typeSuggestion) {
if (typeSuggestion == ImageFileType::DETECT) {
typeSuggestion = DetectImageFileType(data, size);
}
@ -166,7 +166,7 @@ Draw::Texture *CreateTextureFromTempImage(Draw::DrawContext *draw, const TempIma
Draw::Texture *CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, size_t dataSize, ImageFileType type, bool generateMips, const char *name) {
TempImage image;
if (!image.LoadTextureLevels(data, dataSize, type)) {
if (!image.LoadTextureLevelsFromFileData(data, dataSize, type)) {
return nullptr;
}
Draw::Texture *texture = CreateTextureFromTempImage(draw, image, generateMips, name);

View File

@ -32,7 +32,7 @@ struct TempImage {
int height[16]{};
int numLevels = 0;
bool LoadTextureLevels(const uint8_t *data, size_t size, ImageFileType typeSuggestion = ImageFileType::DETECT);
bool LoadTextureLevelsFromFileData(const uint8_t *data, size_t size, ImageFileType typeSuggestion = ImageFileType::DETECT);
void Free() {
if (levels[0]) {
free(levels[0]);
@ -79,3 +79,4 @@ private:
Draw::Texture *CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, size_t dataSize, ImageFileType type, bool generateMips, const char *name);
Draw::Texture *CreateTextureFromFile(Draw::DrawContext *draw, const char *filename, ImageFileType type, bool generateMips);
Draw::Texture *CreateTextureFromTempImage(Draw::DrawContext *draw, const TempImage &image, bool generateMips, const char *name);

View File

@ -158,9 +158,9 @@ public:
if (referenceIndex == REF_INDEX_MODULE)
return __KernelGetCurThreadModuleId();
if (referenceIndex == REF_INDEX_USEC)
return CoreTiming::GetGlobalTimeUs();
return (uint32_t)CoreTiming::GetGlobalTimeUs(); // Loses information
if (referenceIndex == REF_INDEX_USEC)
return CoreTiming::GetTicks();
return (uint32_t)CoreTiming::GetTicks();
if ((referenceIndex & ~(REF_INDEX_FPU | REF_INDEX_FPU_INT)) < 32)
return cpu->GetRegValue(1, referenceIndex & ~(REF_INDEX_FPU | REF_INDEX_FPU_INT));
if ((referenceIndex & ~(REF_INDEX_VFPU | REF_INDEX_VFPU_INT)) < 128)

View File

@ -119,6 +119,8 @@ bool HandleFault(uintptr_t hostAddress, void *ctx) {
bool inJitSpace = MIPSComp::jit && MIPSComp::jit->CodeInRange(codePtr);
if (!inJitSpace) {
// This is a crash in non-jitted code. Not something we want to handle here, ignore.
// Actually, we could handle crashes from the IR interpreter here, although recovering the call stack
// might be tricky...
inCrashHandler = false;
return false;
}

View File

@ -360,6 +360,20 @@ static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string
return true;
}
static bool ReadLocalFileToString(const Path &path, std::string *contents, std::mutex *mtx) {
std::string data;
if (!File::ReadFileToString(false, path, *contents)) {
return false;
}
if (mtx) {
std::lock_guard<std::mutex> lock(*mtx);
*contents = std::move(data);
} else {
*contents = std::move(data);
}
return true;
}
static bool ReadVFSToString(const char *filename, std::string *contents, std::mutex *mtx) {
size_t sz;
uint8_t *data = g_VFS.ReadFile(filename, &sz);
@ -469,9 +483,9 @@ public:
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
File::ReadFileToString(false, screenshot_png, info_->icon.data);
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
else if (File::Exists(screenshot_jpg))
File::ReadFileToString(false, screenshot_jpg, info_->icon.data);
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
else
// Read standard icon
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
@ -522,9 +536,9 @@ handleELF:
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png)) {
File::ReadFileToString(false, screenshot_png, info_->icon.data);
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
} else if (File::Exists(screenshot_jpg)) {
File::ReadFileToString(false, screenshot_jpg, info_->icon.data);
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
} else {
// Read standard icon
VERBOSE_LOG(LOADER, "Loading unknown.png because there was an ELF");
@ -558,34 +572,36 @@ handleELF:
case IdentifiedFileType::PPSSPP_SAVESTATE:
{
info_->SetTitle(SaveState::GetTitle(gamePath_));
std::lock_guard<std::mutex> guard(info_->lock);
Path screenshotPath;
{
info_->SetTitle(SaveState::GetTitle(gamePath_));
std::lock_guard<std::mutex> guard(info_->lock);
screenshotPath = gamePath_.WithReplacedExtension(".ppst", ".jpg");
}
// Let's use the screenshot as an icon, too.
Path screenshotPath = gamePath_.WithReplacedExtension(".ppst", ".jpg");
if (File::Exists(screenshotPath)) {
if (File::ReadFileToString(false, screenshotPath, info_->icon.data)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
break;
}
case IdentifiedFileType::PPSSPP_GE_DUMP:
{
std::lock_guard<std::mutex> guard(info_->lock);
Path screenshotPath;
{
std::lock_guard<std::mutex> guard(info_->lock);
screenshotPath = gamePath_.WithReplacedExtension(".ppdmp", ".png");
}
// Let's use the comparison screenshot as an icon, if it exists.
Path screenshotPath = gamePath_.WithReplacedExtension(".ppdmp", ".png");
if (File::Exists(screenshotPath)) {
if (File::ReadFileToString(false, screenshotPath, info_->icon.data)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
info_->icon.dataLoaded = true;
} else {
ERROR_LOG(G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
}
break;
}
@ -658,9 +674,9 @@ handleELF:
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
// Try using png/jpg screenshots first
if (File::Exists(screenshot_png))
info_->icon.dataLoaded = File::ReadFileToString(false, screenshot_png, info_->icon.data);
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
else if (File::Exists(screenshot_jpg))
info_->icon.dataLoaded = File::ReadFileToString(false, screenshot_jpg, info_->icon.data);
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
else {
DEBUG_LOG(LOADER, "Loading unknown.png because no icon was found");
info_->icon.dataLoaded = ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
@ -842,6 +858,8 @@ void GameInfoCache::SetupTexture(std::shared_ptr<GameInfo> &info, Draw::DrawCont
using namespace Draw;
if (tex.data.size()) {
if (!tex.texture) {
// TODO: Use TempImage to semi-load the image in the worker task, then here we
// could just call CreateTextureFromTempImage.
tex.texture = CreateTextureFromFileData(thin3d, (const uint8_t *)tex.data.data(), (int)tex.data.size(), ImageFileType::DETECT, false, info->GetTitle().c_str());
if (tex.texture) {
tex.timeLoaded = time_now_d();