mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
69b837f18b
New features : Breakpoint display, thread status, display list status Update translation and start french translation
427 lines
8.7 KiB
C++
427 lines
8.7 KiB
C++
#include "EmuThread.h"
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#include <QThread>
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#include <QElapsedTimer>
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#include "Core/HLE/sceCtrl.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Host.h"
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#include "Core/Core.h"
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#include "math/lin/matrix4x4.h"
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#include "native/ui/ui.h"
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#include "android/jni/UIShader.h"
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#include "android/jni/GamepadEmu.h"
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#include "base/NativeApp.h"
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#include "base/threadutil.h"
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#include "gfx_es2/fbo.h"
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#include "gfx_es2/gl_state.h"
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#include "GPU/GPUState.h"
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#include "android/jni/ui_atlas.h"
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#include "native/base/timeutil.h"
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#include "native/base/colorutil.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "qtemugl.h"
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#include "QtHost.h"
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namespace
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{
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static const int symbols[4] = {
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I_CROSS,
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I_CIRCLE,
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I_SQUARE,
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I_TRIANGLE
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};
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static const uint32_t colors[4] = {
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/*
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0xFF6666FF, // blue
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0xFFFF6666, // red
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0xFFFF66FF, // pink
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0xFF66FF66, // green
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*/
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0xC0FFFFFF,
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0xC0FFFFFF,
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0xC0FFFFFF,
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0xC0FFFFFF,
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};
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static void DrawBackground(float alpha) {
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static float xbase[100] = {0};
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static float ybase[100] = {0};
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if (xbase[0] == 0.0f) {
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GMRng rng;
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for (int i = 0; i < 100; i++) {
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xbase[i] = rng.F() * dp_xres;
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ybase[i] = rng.F() * dp_yres;
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}
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}
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glClearColor(0.1f,0.2f,0.43f,1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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ui_draw2d.DrawImageStretch(I_BG, 0, 0, dp_xres, dp_yres);
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float t = time_now();
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for (int i = 0; i < 100; i++) {
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float x = xbase[i];
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float y = ybase[i] + 40*cos(i * 7.2 + t * 1.3);
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float angle = sin(i + t);
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int n = i & 3;
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ui_draw2d.DrawImageRotated(symbols[n], x, y, 1.0f, angle, colorAlpha(colors[n], alpha * 0.1f));
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}
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}
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}
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void EmuThread_Start(QtEmuGL* w)
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{
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//_dbg_clear_();
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glWindow = w;
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glWindow->doneCurrent();
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glWindow->start_rendering();
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}
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void EmuThread_Stop()
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{
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if(glWindow)
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{
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glWindow->stop_rendering();
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}
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host->UpdateUI();
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}
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void EmuThread_StartGame(QString filename)
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{
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if(glWindow)
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{
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glWindow->start_game(filename);
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}
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}
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void EmuThread_StopGame()
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{
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if(glWindow)
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{
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glWindow->stop_game();
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}
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}
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void EmuThread_LockDraw(bool value)
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{
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if(glWindow)
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{
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glWindow->LockDraw(value);
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}
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}
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QString GetCurrentFilename()
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{
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return fileToStart;
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}
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EmuThread::EmuThread()
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: running(false)
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, gameRunning(false)
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, needInitGame(false)
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, frames_(0)
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, gameMutex( new QMutex(QMutex::Recursive))
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, mutexLockNum(0)
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{
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}
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EmuThread::~EmuThread()
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{
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delete gameMutex;
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}
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void EmuThread::init(InputState *inputState)
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{
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input_state = inputState;
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}
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void EmuThread::run()
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{
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running = true;
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setCurrentThreadName("EmuThread");
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host->UpdateUI();
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host->InitGL();
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glWindow->makeCurrent();
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#ifndef USING_GLES2
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glewInit();
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#endif
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NativeInitGraphics();
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INFO_LOG(BOOT, "Starting up hardware.");
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QElapsedTimer timer;
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while(running) {
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//UpdateGamepad(*input_state);
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timer.start();
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gameMutex->lock();
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bool gRun = gameRunning;
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gameMutex->unlock();
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if(gRun)
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{
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gameMutex->lock();
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glWindow->makeCurrent();
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if(needInitGame)
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{
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g_State.bEmuThreadStarted = true;
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CoreParameter coreParameter;
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coreParameter.fileToStart = fileToStart.toStdString();
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coreParameter.enableSound = true;
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coreParameter.gpuCore = GPU_GLES;
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coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
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coreParameter.enableDebugging = true;
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coreParameter.printfEmuLog = false;
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coreParameter.headLess = false;
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coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
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coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
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coreParameter.outputWidth = dp_xres;
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coreParameter.outputHeight = dp_yres;
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coreParameter.pixelWidth = pixel_xres;
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coreParameter.pixelHeight = pixel_yres;
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coreParameter.startPaused = !g_Config.bAutoRun;
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std::string error_string;
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if (!PSP_Init(coreParameter, &error_string))
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{
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ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
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FinalShutdown();
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return;
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}
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LayoutGamepad(dp_xres, dp_yres);
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_dbg_update_();
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host->UpdateDisassembly();
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Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);
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g_State.bBooted = true;
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#ifdef _DEBUG
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host->UpdateMemView();
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#endif
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host->BootDone();
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needInitGame = false;
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}
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UpdateInputState(input_state);
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for (int i = 0; i < controllistCount; i++) {
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if (input_state->pad_buttons_down & controllist[i].emu_id) {
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__CtrlButtonDown(controllist[i].psp_id);
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}
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if (input_state->pad_buttons_up & controllist[i].emu_id) {
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__CtrlButtonUp(controllist[i].psp_id);
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}
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}
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__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);
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EndInputState(input_state);
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glstate.Restore();
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glViewport(0, 0, pixel_xres, pixel_yres);
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Matrix4x4 ortho;
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ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
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glsl_bind(UIShader_Get());
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glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
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ReapplyGfxState();
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Core_Run();
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// Hopefully coreState is now CORE_NEXTFRAME
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if (coreState == CORE_NEXTFRAME) {
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// set back to running for the next frame
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coreState = CORE_RUNNING;
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qint64 time = timer.elapsed();
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const int frameTime = (1.0f/60.0f) * 1000;
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gameMutex->unlock();
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if(time < frameTime)
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{
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glWindow->doneCurrent();
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msleep(frameTime-time);
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glWindow->makeCurrent();
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}
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gameMutex->lock();
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timer.start();
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}
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fbo_unbind();
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UIShader_Prepare();
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uiTexture->Bind(0);
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glViewport(0, 0, pixel_xres, pixel_yres);
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ui_draw2d.Begin(DBMODE_NORMAL);
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//if (g_Config.bShowTouchControls)
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// DrawGamepad(ui_draw2d);
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glsl_bind(UIShader_Get());
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ui_draw2d.End();
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ui_draw2d.Flush(UIShader_Get());
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// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
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#if defined(USING_GLES2)
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bool hasDiscard = false; // TODO
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if (hasDiscard) {
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//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
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}
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#endif
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glWindow->swapBuffers();
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glWindow->doneCurrent();
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gameMutex->unlock();
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}
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else
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{
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gameMutex->lock();
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glWindow->makeCurrent();
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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time_update();
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float t = (float)frames_ / 60.0f;
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frames_++;
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float alpha = t;
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if (t > 1.0f) alpha = 1.0f;
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float alphaText = alpha;
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//if (t > 2.0f) alphaText = 3.0f - t;
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glstate.Restore();
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glViewport(0, 0, pixel_xres, pixel_yres);
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Matrix4x4 ortho;
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ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
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glsl_bind(UIShader_Get());
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glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
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ReapplyGfxState();
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UIShader_Prepare();
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UIBegin();
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DrawBackground(alpha);
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ui_draw2d.SetFontScale(1.5f, 1.5f);
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ui_draw2d.DrawText(UBUNTU48, "PPSSPP", dp_xres / 2, dp_yres / 2 - 30, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
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ui_draw2d.SetFontScale(1.0f, 1.0f);
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ui_draw2d.DrawText(UBUNTU24, "Created by Henrik Rydgard", dp_xres / 2, dp_yres / 2 + 40, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
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ui_draw2d.DrawText(UBUNTU24, "Free Software under GPL 2.0", dp_xres / 2, dp_yres / 2 + 70, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
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ui_draw2d.DrawText(UBUNTU24, "www.ppsspp.org", dp_xres / 2, dp_yres / 2 + 130, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
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UIEnd();
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glsl_bind(UIShader_Get());
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ui_draw2d.Flush(UIShader_Get());
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glWindow->swapBuffers();
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glWindow->doneCurrent();
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gameMutex->unlock();
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qint64 time = timer.elapsed();
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const int frameTime = (1.0f/60.0f) * 1000;
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if(time < frameTime)
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{
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msleep(frameTime-time);
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}
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timer.start();
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}
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}
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if(gameRunning)
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{
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stopGame();
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}
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}
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void EmuThread::Shutdown()
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{
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host->PrepareShutdown();
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FinalShutdown();
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}
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void EmuThread::FinalShutdown()
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{
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host->ShutdownGL();
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delete uiTexture;
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uiTexture = NULL;
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UIShader_Shutdown();
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gl_lost_manager_shutdown();
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//_endthreadex(0);
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//return 0;
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}
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void EmuThread::setRunning(bool value)
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{
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running = false;
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}
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void EmuThread::startGame(QString filename)
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{
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gameMutex->lock();
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needInitGame = true;
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gameRunning = true;
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fileToStart = filename;
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gameMutex->unlock();
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}
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void EmuThread::stopGame()
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{
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Core_Stop();
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gameMutex->lock();
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gameRunning = false;
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PSP_Shutdown();
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// TODO
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//The CPU should return when a game is stopped and cleanup should be done here,
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//so we can restart the plugins (or load new ones) for the next game
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g_State.bEmuThreadStarted = false;
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frames_ = 0;
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gameMutex->unlock();
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}
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void EmuThread::LockGL(bool lock)
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{
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if(lock)
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{
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gameMutex->lock();
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if(mutexLockNum == 0)
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glWindow->makeCurrent();
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mutexLockNum++;
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}
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else
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{
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mutexLockNum--;
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if(mutexLockNum == 0)
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glWindow->doneCurrent();
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gameMutex->unlock();
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}
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}
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