mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
290 lines
6.0 KiB
C++
290 lines
6.0 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <set>
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#include "base/NativeApp.h"
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#include "base/display.h"
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#include "base/mutex.h"
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#include "base/timeutil.h"
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#include "input/input_state.h"
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#include "Globals.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/MemMap.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/MIPS/MIPS.h"
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#ifdef _WIN32
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#include "Windows/OpenGLBase.h"
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#include "Windows/InputDevice.h"
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#endif
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#include "Host.h"
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#include "Core/Debugger/Breakpoints.h"
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static event m_hStepEvent;
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static recursive_mutex m_hStepMutex;
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static event m_hInactiveEvent;
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static recursive_mutex m_hInactiveMutex;
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static bool singleStepPending = false;
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static std::set<Core_ShutdownFunc> shutdownFuncs;
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#ifdef _WIN32
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InputState input_state;
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#else
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extern InputState input_state;
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#endif
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void Core_ListenShutdown(Core_ShutdownFunc func)
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{
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shutdownFuncs.insert(func);
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}
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void Core_NotifyShutdown()
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{
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for (auto it = shutdownFuncs.begin(); it != shutdownFuncs.end(); ++it)
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(*it)();
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}
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void Core_ErrorPause()
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{
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Core_UpdateState(CORE_ERROR);
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}
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void Core_Halt(const char *msg)
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{
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Core_EnableStepping(true);
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ERROR_LOG(CPU, "CPU HALTED : %s",msg);
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_dbg_update_();
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}
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void Core_Stop()
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{
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Core_UpdateState(CORE_POWERDOWN);
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Core_NotifyShutdown();
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m_hStepEvent.notify_one();
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}
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bool Core_IsStepping()
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{
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return coreState == CORE_STEPPING || coreState == CORE_POWERDOWN;
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}
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bool Core_IsActive()
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{
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return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending;
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}
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bool Core_IsInactive()
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{
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return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending;
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}
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void Core_WaitInactive()
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{
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while (Core_IsActive())
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m_hInactiveEvent.wait(m_hInactiveMutex);
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}
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void Core_WaitInactive(int milliseconds)
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{
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if (Core_IsActive())
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m_hInactiveEvent.wait_for(m_hInactiveMutex, milliseconds);
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}
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void UpdateScreenScale() {
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dp_xres = PSP_CoreParameter().pixelWidth;
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dp_yres = PSP_CoreParameter().pixelHeight;
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pixel_xres = PSP_CoreParameter().pixelWidth;
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pixel_yres = PSP_CoreParameter().pixelHeight;
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g_dpi = 72;
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g_dpi_scale = 1.0f;
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#ifdef _WIN32
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if (pixel_xres < 480 + 80)
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{
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dp_xres *= 2;
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dp_yres *= 2;
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g_dpi_scale = 2.0f;
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}
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else
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#endif
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pixel_in_dps = (float)pixel_xres / dp_xres;
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}
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void Core_RunLoop()
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{
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while (!coreState) {
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time_update();
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double startTime = time_now_d();
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UpdateScreenScale();
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{
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{
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#ifdef _WIN32
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lock_guard guard(input_state.lock);
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input_state.pad_buttons = 0;
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input_state.pad_lstick_x = 0;
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input_state.pad_lstick_y = 0;
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input_state.pad_rstick_x = 0;
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input_state.pad_rstick_y = 0;
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host->PollControllers(input_state);
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UpdateInputState(&input_state);
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#endif
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}
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NativeUpdate(input_state);
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EndInputState(&input_state);
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}
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NativeRender();
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time_update();
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// Simple throttling to not burn the GPU in the menu.
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#ifdef _WIN32
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if (globalUIState != UISTATE_INGAME) {
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double diffTime = time_now_d() - startTime;
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int sleepTime = (int) (1000000.0 / 60.0) - (int) (diffTime * 1000000.0);
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if (sleepTime > 0)
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Sleep(sleepTime / 1000);
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GL_SwapBuffers();
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} else if (!Core_IsStepping()) {
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GL_SwapBuffers();
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}
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#endif
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}
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}
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void Core_DoSingleStep()
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{
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singleStepPending = true;
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m_hStepEvent.notify_one();
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}
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void Core_UpdateSingleStep()
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{
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m_hStepEvent.notify_one();
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}
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void Core_SingleStep()
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{
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currentMIPS->SingleStep();
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}
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// Some platforms, like Android, do not call this function but handle things on their own.
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void Core_Run()
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{
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#if defined(_DEBUG)
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host->UpdateDisassembly();
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#endif
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#if !defined(USING_QT_UI) || defined(USING_GLES2)
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while (true)
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#endif
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{
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reswitch:
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switch (coreState)
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{
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case CORE_RUNNING:
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// enter a fast runloop
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Core_RunLoop();
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break;
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// We should never get here on Android.
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case CORE_STEPPING:
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singleStepPending = false;
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if (coreStatePending) {
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coreStatePending = false;
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m_hInactiveEvent.notify_one();
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}
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// Check if there's any pending savestate actions.
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SaveState::Process();
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if (coreState == CORE_POWERDOWN) {
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return;
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}
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// wait for step command..
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->UpdateDisassembly();
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host->UpdateMemView();
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host->SendCoreWait(true);
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#endif
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m_hStepEvent.wait(m_hStepMutex);
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->SendCoreWait(false);
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#endif
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#if defined(USING_QT_UI) && !defined(USING_GLES2)
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if (coreState != CORE_STEPPING)
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return;
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#endif
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// No step pending? Let's go back to the wait.
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if (!singleStepPending || coreState != CORE_STEPPING) {
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if (coreState == CORE_POWERDOWN) {
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return;
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}
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goto reswitch;
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}
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currentCPU = &mipsr4k;
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Core_SingleStep();
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// update disasm dialog
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->UpdateDisassembly();
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host->UpdateMemView();
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#endif
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break;
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case CORE_POWERDOWN:
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case CORE_ERROR:
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// Exit loop!!
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if (coreStatePending) {
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coreStatePending = false;
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m_hInactiveEvent.notify_one();
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}
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return;
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case CORE_NEXTFRAME:
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return;
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}
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}
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}
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void Core_EnableStepping(bool step)
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{
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if (step)
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{
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sleep_ms(1);
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#if defined(_DEBUG)
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host->SetDebugMode(true);
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#endif
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m_hStepEvent.reset();
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Core_UpdateState(CORE_STEPPING);
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}
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else
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{
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#if defined(_DEBUG)
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host->SetDebugMode(false);
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#endif
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coreState = CORE_RUNNING;
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coreStatePending = false;
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m_hStepEvent.notify_one();
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}
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}
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