mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
ca8677d262
This makes it possible to "get out" on mobile.
365 lines
9.2 KiB
C++
365 lines
9.2 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 "ppsspp_config.h"
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#include <set>
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#include <chrono>
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#include <mutex>
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#include <condition_variable>
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#include "base/NativeApp.h"
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#include "base/display.h"
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#include "base/timeutil.h"
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#include "thread/threadutil.h"
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#include "profiler/profiler.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/Host.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/Debugger/Breakpoints.h"
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#include "Core/MIPS/MIPS.h"
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#include "GPU/Debugger/Stepping.h"
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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#include "Windows/InputDevice.h"
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#endif
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// Time until we stop considering the core active without user input.
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// Should this be configurable? 2 hours currently.
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static const double ACTIVITY_IDLE_TIMEOUT = 2.0 * 3600.0;
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static std::condition_variable m_StepCond;
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static std::mutex m_hStepMutex;
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static std::condition_variable m_InactiveCond;
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static std::mutex m_hInactiveMutex;
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static bool singleStepPending = false;
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static int steppingCounter = 0;
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static std::set<CoreLifecycleFunc> lifecycleFuncs;
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static std::set<CoreStopRequestFunc> stopFuncs;
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static bool windowHidden = false;
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static double lastActivity = 0.0;
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static double lastKeepAwake = 0.0;
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static GraphicsContext *graphicsContext;
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static bool powerSaving = false;
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void Core_SetGraphicsContext(GraphicsContext *ctx) {
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graphicsContext = ctx;
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PSP_CoreParameter().graphicsContext = graphicsContext;
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}
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void Core_NotifyWindowHidden(bool hidden) {
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windowHidden = hidden;
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// TODO: Wait until we can react?
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}
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void Core_NotifyActivity() {
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lastActivity = time_now_d();
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}
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void Core_ListenLifecycle(CoreLifecycleFunc func) {
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lifecycleFuncs.insert(func);
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}
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void Core_NotifyLifecycle(CoreLifecycle stage) {
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for (auto func : lifecycleFuncs) {
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func(stage);
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}
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}
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void Core_ListenStopRequest(CoreStopRequestFunc func) {
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stopFuncs.insert(func);
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}
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void Core_Stop() {
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Core_UpdateState(CORE_POWERDOWN);
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for (auto func : stopFuncs) {
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func();
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}
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}
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bool Core_IsStepping() {
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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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return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending;
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}
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bool Core_IsInactive() {
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return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending;
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}
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static inline void Core_StateProcessed() {
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if (coreStatePending) {
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std::lock_guard<std::mutex> guard(m_hInactiveMutex);
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coreStatePending = false;
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m_InactiveCond.notify_all();
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}
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}
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void Core_WaitInactive() {
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while (Core_IsActive()) {
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std::unique_lock<std::mutex> guard(m_hInactiveMutex);
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m_InactiveCond.wait(guard);
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}
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}
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void Core_WaitInactive(int milliseconds) {
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if (Core_IsActive()) {
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std::unique_lock<std::mutex> guard(m_hInactiveMutex);
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m_InactiveCond.wait_for(guard, std::chrono::milliseconds(milliseconds));
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}
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}
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void Core_SetPowerSaving(bool mode) {
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powerSaving = mode;
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}
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bool Core_GetPowerSaving() {
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return powerSaving;
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}
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static bool IsWindowSmall(int pixelWidth, int pixelHeight) {
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// Can't take this from config as it will not be set if windows is maximized.
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int w = (int)(pixelWidth * g_dpi_scale_x);
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int h = (int)(pixelHeight * g_dpi_scale_y);
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return g_Config.IsPortrait() ? (h < 480 + 80) : (w < 480 + 80);
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}
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// TODO: Feels like this belongs elsewhere.
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bool UpdateScreenScale(int width, int height) {
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bool smallWindow;
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#ifdef _WIN32
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g_dpi = (float)System_GetPropertyInt(SYSPROP_DISPLAY_DPI);
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g_dpi_scale_x = 96.0f / g_dpi;
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g_dpi_scale_y = 96.0f / g_dpi;
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#else
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g_dpi = 96.0f;
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g_dpi_scale_x = 1.0f;
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g_dpi_scale_y = 1.0f;
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#endif
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g_dpi_scale_real_x = g_dpi_scale_x;
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g_dpi_scale_real_y = g_dpi_scale_y;
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smallWindow = IsWindowSmall(width, height);
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if (smallWindow) {
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g_dpi /= 2.0f;
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g_dpi_scale_x *= 2.0f;
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g_dpi_scale_y *= 2.0f;
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}
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pixel_in_dps_x = 1.0f / g_dpi_scale_x;
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pixel_in_dps_y = 1.0f / g_dpi_scale_y;
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int new_dp_xres = width * g_dpi_scale_x;
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int new_dp_yres = height * g_dpi_scale_y;
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bool dp_changed = new_dp_xres != dp_xres || new_dp_yres != dp_yres;
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bool px_changed = pixel_xres != width || pixel_yres != height;
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if (dp_changed || px_changed) {
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dp_xres = new_dp_xres;
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dp_yres = new_dp_yres;
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pixel_xres = width;
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pixel_yres = height;
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DEBUG_LOG(SYSTEM, "pixel_res: %dx%d. Calling NativeResized()", pixel_xres, pixel_yres);
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NativeResized();
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return true;
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}
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return false;
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}
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// Note: not used on Android.
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void UpdateRunLoop() {
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if (windowHidden && g_Config.bPauseWhenMinimized) {
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sleep_ms(16);
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return;
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}
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NativeUpdate();
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NativeRender(graphicsContext);
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}
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void KeepScreenAwake() {
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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#endif
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}
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void Core_RunLoop(GraphicsContext *ctx) {
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graphicsContext = ctx;
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while ((GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT) {
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// In case it was pending, we're not in game anymore. We won't get to Core_Run().
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Core_StateProcessed();
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time_update();
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double startTime = time_now_d();
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UpdateRunLoop();
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// Simple throttling to not burn the GPU in the menu.
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time_update();
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double diffTime = time_now_d() - startTime;
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int sleepTime = (int)(1000.0 / 60.0) - (int)(diffTime * 1000.0);
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if (sleepTime > 0)
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sleep_ms(sleepTime);
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if (!windowHidden) {
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ctx->SwapBuffers();
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}
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}
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while ((coreState == CORE_RUNNING || coreState == CORE_STEPPING) && GetUIState() == UISTATE_INGAME) {
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time_update();
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UpdateRunLoop();
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if (!windowHidden && !Core_IsStepping()) {
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ctx->SwapBuffers();
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// Keep the system awake for longer than normal for cutscenes and the like.
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const double now = time_now_d();
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if (now < lastActivity + ACTIVITY_IDLE_TIMEOUT) {
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// Only resetting it ever prime number seconds in case the call is expensive.
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// Using a prime number to ensure there's no interaction with other periodic events.
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if (now - lastKeepAwake > 89.0 || now < lastKeepAwake) {
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KeepScreenAwake();
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lastKeepAwake = now;
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}
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}
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}
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}
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}
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void Core_DoSingleStep() {
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std::lock_guard<std::mutex> guard(m_hStepMutex);
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singleStepPending = true;
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m_StepCond.notify_all();
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}
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void Core_UpdateSingleStep() {
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std::lock_guard<std::mutex> guard(m_hStepMutex);
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m_StepCond.notify_all();
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}
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void Core_SingleStep() {
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currentMIPS->SingleStep();
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if (coreState == CORE_STEPPING)
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steppingCounter++;
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}
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static inline bool Core_WaitStepping() {
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std::unique_lock<std::mutex> guard(m_hStepMutex);
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// We only wait 16ms so that we can still draw UI or react to events.
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if (!singleStepPending && coreState == CORE_STEPPING)
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m_StepCond.wait_for(guard, std::chrono::milliseconds(16));
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bool result = singleStepPending;
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singleStepPending = false;
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return result;
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}
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void Core_ProcessStepping() {
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Core_StateProcessed();
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// Check if there's any pending save state actions.
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SaveState::Process();
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if (coreState != CORE_STEPPING) {
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return;
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}
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// Or any GPU actions.
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GPUStepping::SingleStep();
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// We're not inside jit now, so it's safe to clear the breakpoints.
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static int lastSteppingCounter = -1;
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if (lastSteppingCounter != steppingCounter) {
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CBreakPoints::ClearTemporaryBreakPoints();
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host->UpdateDisassembly();
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host->UpdateMemView();
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lastSteppingCounter = steppingCounter;
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}
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// Need to check inside the lock to avoid races.
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bool doStep = Core_WaitStepping();
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// We may still be stepping without singleStepPending to process a save state.
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if (doStep && coreState == CORE_STEPPING) {
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Core_SingleStep();
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// Update disasm dialog.
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host->UpdateDisassembly();
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host->UpdateMemView();
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}
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}
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// Many platforms, like Android, do not call this function but handle things on their own.
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// Instead they simply call NativeRender and NativeUpdate directly.
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void Core_Run(GraphicsContext *ctx) {
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host->UpdateDisassembly();
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while (true) {
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if (GetUIState() != UISTATE_INGAME) {
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Core_StateProcessed();
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if (GetUIState() == UISTATE_EXIT) {
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UpdateRunLoop();
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return;
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}
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Core_RunLoop(ctx);
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continue;
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}
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switch (coreState) {
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case CORE_RUNNING:
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case CORE_STEPPING:
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// enter a fast runloop
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Core_RunLoop(ctx);
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if (coreState == CORE_POWERDOWN) {
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Core_StateProcessed();
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return;
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}
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break;
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case CORE_POWERUP:
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case CORE_POWERDOWN:
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case CORE_ERROR:
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// Exit loop!!
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Core_StateProcessed();
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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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if (step) {
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host->SetDebugMode(true);
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Core_UpdateState(CORE_STEPPING);
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steppingCounter++;
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} else {
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host->SetDebugMode(false);
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coreState = CORE_RUNNING;
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coreStatePending = false;
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m_StepCond.notify_all();
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}
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}
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int Core_GetSteppingCounter() {
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return steppingCounter;
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}
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