ppsspp/Windows/EmuThread.cpp
2012-12-21 17:00:47 -08:00

132 lines
2.7 KiB
C++

// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
#include "base/threadutil.h"
#include "Log.h"
#include "../Globals.h"
#include "EmuThread.h"
#include "../Core/MemMap.h"
#include "../Core/Core.h"
#include "../Core/Host.h"
#include "../Core/System.h"
#include "../Core/Config.h"
#include <tchar.h>
#include <process.h>
char fileToStart[MAX_PATH];
static HANDLE emuThread;
HANDLE EmuThread_GetThreadHandle()
{
return emuThread;
}
DWORD TheThread(LPVOID x);
void EmuThread_Start(const char *filename)
{
// _dbg_clear_();
_tcsncpy(fileToStart, filename, sizeof(fileToStart) - 1);
fileToStart[sizeof(fileToStart) - 1] = 0;
unsigned int i;
emuThread = (HANDLE)_beginthreadex(0,0,(unsigned int (__stdcall *)(void *))TheThread,(LPVOID)0,0,&i);
}
void EmuThread_Stop()
{
// DSound_UpdateSound();
Core_Stop();
if (WAIT_TIMEOUT == WaitForSingleObject(EmuThread_GetThreadHandle(),300))
{
//MessageBox(0,"Wait for emuthread timed out, please alert the developer to possible deadlock or infinite loop in emuthread :(.",0,0);
}
host->UpdateUI();
}
char *GetCurrentFilename()
{
return fileToStart;
}
DWORD TheThread(LPVOID x)
{
setCurrentThreadName("EmuThread");
g_State.bEmuThreadStarted = true;
host->UpdateUI();
host->InitGL();
INFO_LOG(BOOT, "Starting up hardware.");
CoreParameter coreParameter;
coreParameter.fileToStart = fileToStart;
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 = 480 * g_Config.iWindowZoom;
coreParameter.outputHeight = 272 * g_Config.iWindowZoom;
coreParameter.pixelWidth = 480 * g_Config.iWindowZoom;
coreParameter.pixelHeight = 272 * g_Config.iWindowZoom;
std::string error_string;
if (!PSP_Init(coreParameter, &error_string))
{
ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
goto shutdown;
}
INFO_LOG(BOOT, "Done.");
_dbg_update_();
if (g_Config.bAutoRun)
{
#ifdef _DEBUG
host->UpdateDisassembly();
#endif
Core_EnableStepping(FALSE);
}
else
{
#ifdef _DEBUG
host->UpdateDisassembly();
#endif
Core_EnableStepping(TRUE);
}
g_State.bBooted = true;
#ifdef _DEBUG
host->UpdateMemView();
#endif
host->BootDone();
Core_Run();
host->PrepareShutdown();
PSP_Shutdown();
shutdown:
host->ShutdownGL();
//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;
_endthreadex(0);
return 0;
}