ppsspp/Qt/EmuThread.cpp
Xele02 69b837f18b Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
2013-02-10 17:33:34 +01:00

427 lines
8.7 KiB
C++

#include "EmuThread.h"
#include <QThread>
#include <QElapsedTimer>
#include "Core/HLE/sceCtrl.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/Host.h"
#include "Core/Core.h"
#include "math/lin/matrix4x4.h"
#include "native/ui/ui.h"
#include "android/jni/UIShader.h"
#include "android/jni/GamepadEmu.h"
#include "base/NativeApp.h"
#include "base/threadutil.h"
#include "gfx_es2/fbo.h"
#include "gfx_es2/gl_state.h"
#include "GPU/GPUState.h"
#include "android/jni/ui_atlas.h"
#include "native/base/timeutil.h"
#include "native/base/colorutil.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "qtemugl.h"
#include "QtHost.h"
namespace
{
static const int symbols[4] = {
I_CROSS,
I_CIRCLE,
I_SQUARE,
I_TRIANGLE
};
static const uint32_t colors[4] = {
/*
0xFF6666FF, // blue
0xFFFF6666, // red
0xFFFF66FF, // pink
0xFF66FF66, // green
*/
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
0xC0FFFFFF,
};
static void DrawBackground(float alpha) {
static float xbase[100] = {0};
static float ybase[100] = {0};
if (xbase[0] == 0.0f) {
GMRng rng;
for (int i = 0; i < 100; i++) {
xbase[i] = rng.F() * dp_xres;
ybase[i] = rng.F() * dp_yres;
}
}
glClearColor(0.1f,0.2f,0.43f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ui_draw2d.DrawImageStretch(I_BG, 0, 0, dp_xres, dp_yres);
float t = time_now();
for (int i = 0; i < 100; i++) {
float x = xbase[i];
float y = ybase[i] + 40*cos(i * 7.2 + t * 1.3);
float angle = sin(i + t);
int n = i & 3;
ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f));
}
}
}
void EmuThread_Start(QtEmuGL* w)
{
//_dbg_clear_();
glWindow = w;
glWindow->doneCurrent();
glWindow->start_rendering();
}
void EmuThread_Stop()
{
if(glWindow)
{
glWindow->stop_rendering();
}
host->UpdateUI();
}
void EmuThread_StartGame(QString filename)
{
if(glWindow)
{
glWindow->start_game(filename);
}
}
void EmuThread_StopGame()
{
if(glWindow)
{
glWindow->stop_game();
}
}
void EmuThread_LockDraw(bool value)
{
if(glWindow)
{
glWindow->LockDraw(value);
}
}
QString GetCurrentFilename()
{
return fileToStart;
}
EmuThread::EmuThread()
: running(false)
, gameRunning(false)
, needInitGame(false)
, frames_(0)
, gameMutex( new QMutex(QMutex::Recursive))
, mutexLockNum(0)
{
}
EmuThread::~EmuThread()
{
delete gameMutex;
}
void EmuThread::init(InputState *inputState)
{
input_state = inputState;
}
void EmuThread::run()
{
running = true;
setCurrentThreadName("EmuThread");
host->UpdateUI();
host->InitGL();
glWindow->makeCurrent();
#ifndef USING_GLES2
glewInit();
#endif
NativeInitGraphics();
INFO_LOG(BOOT, "Starting up hardware.");
QElapsedTimer timer;
while(running) {
//UpdateGamepad(*input_state);
timer.start();
gameMutex->lock();
bool gRun = gameRunning;
gameMutex->unlock();
if(gRun)
{
gameMutex->lock();
glWindow->makeCurrent();
if(needInitGame)
{
g_State.bEmuThreadStarted = true;
CoreParameter coreParameter;
coreParameter.fileToStart = fileToStart.toStdString();
coreParameter.enableSound = true;
coreParameter.gpuCore = GPU_GLES;
coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
coreParameter.enableDebugging = true;
coreParameter.printfEmuLog = false;
coreParameter.headLess = false;
coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
coreParameter.outputWidth = dp_xres;
coreParameter.outputHeight = dp_yres;
coreParameter.pixelWidth = pixel_xres;
coreParameter.pixelHeight = pixel_yres;
coreParameter.startPaused = !g_Config.bAutoRun;
std::string error_string;
if (!PSP_Init(coreParameter, &error_string))
{
ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
FinalShutdown();
return;
}
LayoutGamepad(dp_xres, dp_yres);
_dbg_update_();
host->UpdateDisassembly();
Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);
g_State.bBooted = true;
#ifdef _DEBUG
host->UpdateMemView();
#endif
host->BootDone();
needInitGame = false;
}
UpdateInputState(input_state);
for (int i = 0; i < controllistCount; i++) {
if (input_state->pad_buttons_down & controllist[i].emu_id) {
__CtrlButtonDown(controllist[i].psp_id);
}
if (input_state->pad_buttons_up & controllist[i].emu_id) {
__CtrlButtonUp(controllist[i].psp_id);
}
}
__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);
EndInputState(input_state);
glstate.Restore();
glViewport(0, 0, pixel_xres, pixel_yres);
Matrix4x4 ortho;
ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
ReapplyGfxState();
Core_Run();
// Hopefully coreState is now CORE_NEXTFRAME
if (coreState == CORE_NEXTFRAME) {
// set back to running for the next frame
coreState = CORE_RUNNING;
qint64 time = timer.elapsed();
const int frameTime = (1.0f/60.0f) * 1000;
gameMutex->unlock();
if(time < frameTime)
{
glWindow->doneCurrent();
msleep(frameTime-time);
glWindow->makeCurrent();
}
gameMutex->lock();
timer.start();
}
fbo_unbind();
UIShader_Prepare();
uiTexture->Bind(0);
glViewport(0, 0, pixel_xres, pixel_yres);
ui_draw2d.Begin(DBMODE_NORMAL);
//if (g_Config.bShowTouchControls)
// DrawGamepad(ui_draw2d);
glsl_bind(UIShader_Get());
ui_draw2d.End();
ui_draw2d.Flush(UIShader_Get());
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
bool hasDiscard = false; // TODO
if (hasDiscard) {
//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
}
#endif
glWindow->swapBuffers();
glWindow->doneCurrent();
gameMutex->unlock();
}
else
{
gameMutex->lock();
glWindow->makeCurrent();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
time_update();
float t = (float)frames_ / 60.0f;
frames_++;
float alpha = t;
if (t > 1.0f) alpha = 1.0f;
float alphaText = alpha;
//if (t > 2.0f) alphaText = 3.0f - t;
glstate.Restore();
glViewport(0, 0, pixel_xres, pixel_yres);
Matrix4x4 ortho;
ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
ReapplyGfxState();
UIShader_Prepare();
UIBegin();
DrawBackground(alpha);
ui_draw2d.SetFontScale(1.5f, 1.5f);
ui_draw2d.DrawText(UBUNTU48, "PPSSPP", dp_xres / 2, dp_yres / 2 - 30, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
ui_draw2d.SetFontScale(1.0f, 1.0f);
ui_draw2d.DrawText(UBUNTU24, "Created by Henrik Rydgard", dp_xres / 2, dp_yres / 2 + 40, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
ui_draw2d.DrawText(UBUNTU24, "Free Software under GPL 2.0", dp_xres / 2, dp_yres / 2 + 70, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
ui_draw2d.DrawText(UBUNTU24, "www.ppsspp.org", dp_xres / 2, dp_yres / 2 + 130, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
UIEnd();
glsl_bind(UIShader_Get());
ui_draw2d.Flush(UIShader_Get());
glWindow->swapBuffers();
glWindow->doneCurrent();
gameMutex->unlock();
qint64 time = timer.elapsed();
const int frameTime = (1.0f/60.0f) * 1000;
if(time < frameTime)
{
msleep(frameTime-time);
}
timer.start();
}
}
if(gameRunning)
{
stopGame();
}
}
void EmuThread::Shutdown()
{
host->PrepareShutdown();
FinalShutdown();
}
void EmuThread::FinalShutdown()
{
host->ShutdownGL();
delete uiTexture;
uiTexture = NULL;
UIShader_Shutdown();
gl_lost_manager_shutdown();
//_endthreadex(0);
//return 0;
}
void EmuThread::setRunning(bool value)
{
running = false;
}
void EmuThread::startGame(QString filename)
{
gameMutex->lock();
needInitGame = true;
gameRunning = true;
fileToStart = filename;
gameMutex->unlock();
}
void EmuThread::stopGame()
{
Core_Stop();
gameMutex->lock();
gameRunning = false;
PSP_Shutdown();
// TODO
//The CPU should return when a game is stopped and cleanup should be done here,
//so we can restart the plugins (or load new ones) for the next game
g_State.bEmuThreadStarted = false;
frames_ = 0;
gameMutex->unlock();
}
void EmuThread::LockGL(bool lock)
{
if(lock)
{
gameMutex->lock();
if(mutexLockNum == 0)
glWindow->makeCurrent();
mutexLockNum++;
}
else
{
mutexLockNum--;
if(mutexLockNum == 0)
glWindow->doneCurrent();
gameMutex->unlock();
}
}