ppsspp/Windows/EmuThread.cpp
Unknown W. Brackets 27826999de Don't show a dialog on quit when EmuThread hangs.
It's not like it will prevent PPSSPP from quitting.
2013-06-30 22:50:58 -07:00

166 lines
3.8 KiB
C++

// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
#include "base/display.h"
#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "Log.h"
#include "StringUtils.h"
#include "../Globals.h"
#include "EmuThread.h"
#include "WndMainWindow.h"
#include "resource.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 "thread/threadutil.h"
#include <tchar.h>
#include <process.h>
#include <intrin.h>
#pragma intrinsic(_InterlockedExchange)
class EmuThreadLockGuard
{
public:
EmuThreadLockGuard() { emuThreadCS_.Enter(); }
~EmuThreadLockGuard() { emuThreadCS_.Leave(); }
private:
static struct EmuThreadCS
{
EmuThreadCS() { InitializeCriticalSection(&TheCS_); }
~EmuThreadCS() { DeleteCriticalSection(&TheCS_); }
void Enter() { EnterCriticalSection(&TheCS_); }
void Leave() { LeaveCriticalSection(&TheCS_); }
CRITICAL_SECTION TheCS_;
} emuThreadCS_;
};
EmuThreadLockGuard::EmuThreadCS EmuThreadLockGuard::emuThreadCS_;
static HANDLE emuThread;
static long emuThreadReady;
enum EmuTreadStatus : long
{
THREAD_NONE = 0,
THREAD_INIT,
THREAD_CORE_LOOP,
THREAD_SHUTDOWN,
THREAD_END,
};
HANDLE EmuThread_GetThreadHandle()
{
EmuThreadLockGuard lock;
return emuThread;
}
unsigned int WINAPI TheThread(void *);
void EmuThread_Start()
{
EmuThreadLockGuard lock;
emuThread = (HANDLE)_beginthreadex(0, 0, &TheThread, 0, 0, 0);
}
void EmuThread_Stop()
{
globalUIState = UISTATE_EXIT;
// DSound_UpdateSound();
Core_Stop();
Core_WaitInactive(800);
if (WAIT_TIMEOUT == WaitForSingleObject(emuThread, 800))
{
_dbg_assert_msg_(COMMON, false, "Wait for EmuThread timed out.");
}
{
EmuThreadLockGuard lock;
CloseHandle(emuThread);
emuThread = 0;
}
host->UpdateUI();
}
bool EmuThread_Ready()
{
return emuThreadReady == THREAD_CORE_LOOP;
}
unsigned int WINAPI TheThread(void *)
{
_InterlockedExchange(&emuThreadReady, THREAD_INIT);
setCurrentThreadName("EmuThread");
std::string memstick, flash0;
GetSysDirectories(memstick, flash0);
// Native overwrites host. Can't allow that.
Host *oldHost = host;
UpdateScreenScale();
NativeInit(__argc, (const char **)__argv, memstick.c_str(), memstick.c_str(), "1234");
Host *nativeHost = host;
host = oldHost;
host->UpdateUI();
std::string error_string;
if (!host->InitGL(&error_string)) {
Reporting::ReportMessage("OpenGL init error: %s", error_string.c_str());
std::string full_error = StringFromFormat( "Failed initializing OpenGL. Try upgrading your graphics drivers.\n\nError message:\n\n%s", error_string.c_str());
MessageBoxA(0, full_error.c_str(), "OpenGL Error", MB_OK | MB_ICONERROR);
ERROR_LOG(BOOT, full_error.c_str());
goto shutdown;
}
NativeInitGraphics();
INFO_LOG(BOOT, "Done.");
_dbg_update_();
if (coreState == CORE_POWERDOWN) {
INFO_LOG(BOOT, "Exit before core loop.");
goto shutdown;
}
_InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP);
if (g_Config.bBrowse)
{
PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
//MainWindow::BrowseAndBoot("");
}
Core_EnableStepping(FALSE);
while (globalUIState != UISTATE_EXIT)
{
Core_Run();
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
// This way they can load a new game.
Core_UpdateState(CORE_RUNNING);
}
shutdown:
_InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN);
NativeShutdownGraphics();
host = nativeHost;
NativeShutdown();
host = oldHost;
host->ShutdownGL();
_InterlockedExchange(&emuThreadReady, THREAD_END);
//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
return 0;
}