#include #include #include #include "base/timeutil.h" #include "base/NativeApp.h" #include "i18n/i18n.h" #include "input/input_state.h" #include "util/text/utf8.h" #include "Common/Log.h" #include "Common/StringUtils.h" #include "Common/GraphicsContext.h" #include "Windows/EmuThread.h" #include "Windows/W32Util/Misc.h" #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" #include "thread/threadutil.h" enum class EmuThreadState { DISABLED, START_REQUESTED, RUNNING, QUIT_REQUESTED, STOPPED, }; static std::thread emuThread; static std::atomic emuThreadState((int)EmuThreadState::DISABLED); static std::thread mainThread; static bool useEmuThread; static std::string g_error_message; static bool g_inLoop; extern std::vector GetWideCmdLine(); class GraphicsContext; static GraphicsContext *g_graphicsContext; void MainThreadFunc(); // 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); } void MainThread_Stop() { // Already stopped? UpdateUIState(UISTATE_EXIT); Core_Stop(); mainThread.join(); } 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(); ILOG("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"); } host = new WindowsHost(MainWindow::GetHInstance(), MainWindow::GetHWND(), MainWindow::GetDisplayHWND()); host->SetWindowTitle(nullptr); // We convert command line arguments to UTF-8 immediately. std::vector wideArgs = GetWideCmdLine(); std::vector argsUTF8; for (auto& string : wideArgs) { argsUTF8.push_back(ConvertWStringToUTF8(string)); } std::vector args; for (auto& string : argsUTF8) { args.push_back(string.c_str()); } bool performingRestart = NativeIsRestarting(); NativeInit(static_cast(args.size()), &args[0], "1234", "1234", nullptr); if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) { Reporting::ReportMessage("Graphics init error: %s", "ALL"); auto err = GetI18NCategory("Error"); const char *defaultErrorAll = "Failed initializing any graphics. Try upgrading your graphics drivers."; const char *genericError = err->T("GenericAllGraphicsError", 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. } 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"); 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); ERROR_LOG(BOOT, 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); } GraphicsContext *graphicsContext = g_graphicsContext; if (!useEmuThread) { NativeInitGraphics(graphicsContext); NativeResized(); } INFO_LOG(BOOT, "Done."); _dbg_update_(); 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(); } shutdown: if (!useEmuThread) { NativeShutdownGraphics(); } g_graphicsContext->ThreadEnd(); g_graphicsContext->ShutdownFromRenderThread(); // NativeShutdown deletes the graphics context through host->ShutdownGraphics(). NativeShutdown(); PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_UI, 0, 0); }