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https://github.com/hrydgard/ppsspp.git
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27826999de
It's not like it will prevent PPSSPP from quitting.
166 lines
3.8 KiB
C++
166 lines
3.8 KiB
C++
// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
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#include "base/display.h"
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#include "base/timeutil.h"
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#include "base/NativeApp.h"
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#include "Log.h"
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#include "StringUtils.h"
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#include "../Globals.h"
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#include "EmuThread.h"
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#include "WndMainWindow.h"
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#include "resource.h"
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#include "../Core/Reporting.h"
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#include "../Core/MemMap.h"
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#include "../Core/Core.h"
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#include "../Core/Host.h"
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#include "../Core/System.h"
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#include "../Core/Config.h"
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#include "thread/threadutil.h"
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#include <tchar.h>
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#include <process.h>
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#include <intrin.h>
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#pragma intrinsic(_InterlockedExchange)
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class EmuThreadLockGuard
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{
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public:
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EmuThreadLockGuard() { emuThreadCS_.Enter(); }
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~EmuThreadLockGuard() { emuThreadCS_.Leave(); }
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private:
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static struct EmuThreadCS
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{
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EmuThreadCS() { InitializeCriticalSection(&TheCS_); }
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~EmuThreadCS() { DeleteCriticalSection(&TheCS_); }
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void Enter() { EnterCriticalSection(&TheCS_); }
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void Leave() { LeaveCriticalSection(&TheCS_); }
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CRITICAL_SECTION TheCS_;
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} emuThreadCS_;
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};
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EmuThreadLockGuard::EmuThreadCS EmuThreadLockGuard::emuThreadCS_;
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static HANDLE emuThread;
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static long emuThreadReady;
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enum EmuTreadStatus : long
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{
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THREAD_NONE = 0,
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THREAD_INIT,
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THREAD_CORE_LOOP,
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THREAD_SHUTDOWN,
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THREAD_END,
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};
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HANDLE EmuThread_GetThreadHandle()
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{
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EmuThreadLockGuard lock;
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return emuThread;
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}
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unsigned int WINAPI TheThread(void *);
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void EmuThread_Start()
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{
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EmuThreadLockGuard lock;
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emuThread = (HANDLE)_beginthreadex(0, 0, &TheThread, 0, 0, 0);
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}
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void EmuThread_Stop()
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{
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globalUIState = UISTATE_EXIT;
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// DSound_UpdateSound();
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Core_Stop();
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Core_WaitInactive(800);
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if (WAIT_TIMEOUT == WaitForSingleObject(emuThread, 800))
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{
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_dbg_assert_msg_(COMMON, false, "Wait for EmuThread timed out.");
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}
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{
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EmuThreadLockGuard lock;
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CloseHandle(emuThread);
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emuThread = 0;
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}
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host->UpdateUI();
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}
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bool EmuThread_Ready()
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{
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return emuThreadReady == THREAD_CORE_LOOP;
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}
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unsigned int WINAPI TheThread(void *)
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{
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_InterlockedExchange(&emuThreadReady, THREAD_INIT);
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setCurrentThreadName("EmuThread");
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std::string memstick, flash0;
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GetSysDirectories(memstick, flash0);
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// Native overwrites host. Can't allow that.
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Host *oldHost = host;
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UpdateScreenScale();
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NativeInit(__argc, (const char **)__argv, memstick.c_str(), memstick.c_str(), "1234");
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Host *nativeHost = host;
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host = oldHost;
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host->UpdateUI();
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std::string error_string;
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if (!host->InitGL(&error_string)) {
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Reporting::ReportMessage("OpenGL init error: %s", error_string.c_str());
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std::string full_error = StringFromFormat( "Failed initializing OpenGL. Try upgrading your graphics drivers.\n\nError message:\n\n%s", error_string.c_str());
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MessageBoxA(0, full_error.c_str(), "OpenGL Error", MB_OK | MB_ICONERROR);
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ERROR_LOG(BOOT, full_error.c_str());
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goto shutdown;
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}
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NativeInitGraphics();
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INFO_LOG(BOOT, "Done.");
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_dbg_update_();
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if (coreState == CORE_POWERDOWN) {
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INFO_LOG(BOOT, "Exit before core loop.");
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goto shutdown;
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}
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_InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP);
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if (g_Config.bBrowse)
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{
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PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
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//MainWindow::BrowseAndBoot("");
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}
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Core_EnableStepping(FALSE);
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while (globalUIState != UISTATE_EXIT)
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{
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Core_Run();
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// We're here again, so the game quit. Restart Core_Run() which controls the UI.
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// This way they can load a new game.
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Core_UpdateState(CORE_RUNNING);
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}
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shutdown:
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_InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN);
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NativeShutdownGraphics();
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host = nativeHost;
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NativeShutdown();
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host = oldHost;
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host->ShutdownGL();
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_InterlockedExchange(&emuThreadReady, THREAD_END);
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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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return 0;
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}
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