mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
82087ccbb7
Take off a few messages during startup and shutdown.
303 lines
8.9 KiB
C++
303 lines
8.9 KiB
C++
#include <mutex>
|
|
#include <atomic>
|
|
#include <thread>
|
|
|
|
#include "Common/System/NativeApp.h"
|
|
#include "Common/System/System.h"
|
|
#include "Common/Data/Text/I18n.h"
|
|
#include "Common/Input/InputState.h"
|
|
#include "Common/Data/Encoding/Utf8.h"
|
|
#include "Common/Log.h"
|
|
#include "Common/StringUtils.h"
|
|
#include "Common/GraphicsContext.h"
|
|
#include "Common/TimeUtil.h"
|
|
#include "Common/Thread/ThreadUtil.h"
|
|
|
|
#include "Windows/EmuThread.h"
|
|
#include "Windows/W32Util/Misc.h"
|
|
#include "Windows/MainWindow.h"
|
|
#include "Windows/resource.h"
|
|
#include "Windows/WindowsHost.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 "Core/ConfigValues.h"
|
|
|
|
enum class EmuThreadState {
|
|
DISABLED,
|
|
START_REQUESTED,
|
|
RUNNING,
|
|
QUIT_REQUESTED,
|
|
STOPPED,
|
|
};
|
|
|
|
static std::thread emuThread;
|
|
static std::atomic<int> emuThreadState((int)EmuThreadState::DISABLED);
|
|
|
|
static std::thread mainThread;
|
|
static bool useEmuThread;
|
|
static std::string g_error_message;
|
|
static bool g_inLoop;
|
|
|
|
extern std::vector<std::wstring> GetWideCmdLine();
|
|
|
|
class GraphicsContext;
|
|
static GraphicsContext *g_graphicsContext;
|
|
|
|
void MainThreadFunc();
|
|
|
|
// On most other platforms, we let the "main" thread become the render thread and
|
|
// start a separate emu thread from that, if needed. Should probably switch to that
|
|
// to make it the same on all platforms.
|
|
void MainThread_Start(bool separateEmuThread) {
|
|
useEmuThread = separateEmuThread;
|
|
mainThread = std::thread(&MainThreadFunc);
|
|
}
|
|
|
|
void MainThread_Stop() {
|
|
// Already stopped?
|
|
UpdateUIState(UISTATE_EXIT);
|
|
Core_Stop();
|
|
mainThread.join();
|
|
}
|
|
|
|
bool MainThread_Ready() {
|
|
return g_inLoop;
|
|
}
|
|
|
|
static void EmuThreadFunc(GraphicsContext *graphicsContext) {
|
|
SetCurrentThreadName("Emu");
|
|
|
|
// There's no real requirement that NativeInit happen on this thread.
|
|
// We just call the update/render loop here.
|
|
emuThreadState = (int)EmuThreadState::RUNNING;
|
|
|
|
NativeInitGraphics(graphicsContext);
|
|
|
|
while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
|
|
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
|
|
// This way they can load a new game.
|
|
if (!Core_IsActive())
|
|
UpdateUIState(UISTATE_MENU);
|
|
Core_Run(g_graphicsContext);
|
|
}
|
|
|
|
emuThreadState = (int)EmuThreadState::STOPPED;
|
|
|
|
NativeShutdownGraphics();
|
|
|
|
// Ask the main thread to stop. This prevents a hang on a race condition.
|
|
graphicsContext->StopThread();
|
|
}
|
|
|
|
static void EmuThreadStart(GraphicsContext *graphicsContext) {
|
|
emuThreadState = (int)EmuThreadState::START_REQUESTED;
|
|
emuThread = std::thread(&EmuThreadFunc, graphicsContext);
|
|
}
|
|
|
|
static void EmuThreadStop() {
|
|
emuThreadState = (int)EmuThreadState::QUIT_REQUESTED;
|
|
}
|
|
|
|
static void EmuThreadJoin() {
|
|
emuThread.join();
|
|
emuThread = std::thread();
|
|
INFO_LOG(SYSTEM, "EmuThreadJoin - joined");
|
|
}
|
|
|
|
void MainThreadFunc() {
|
|
if (useEmuThread) {
|
|
// We'll start up a separate thread we'll call Emu
|
|
SetCurrentThreadName("Render");
|
|
} else {
|
|
// This is both Emu and Render.
|
|
SetCurrentThreadName("Emu");
|
|
}
|
|
|
|
host = new WindowsHost(MainWindow::GetHInstance(), MainWindow::GetHWND(), MainWindow::GetDisplayHWND());
|
|
host->SetWindowTitle(nullptr);
|
|
|
|
// We convert command line arguments to UTF-8 immediately.
|
|
std::vector<std::wstring> wideArgs = GetWideCmdLine();
|
|
std::vector<std::string> argsUTF8;
|
|
for (auto& string : wideArgs) {
|
|
argsUTF8.push_back(ConvertWStringToUTF8(string));
|
|
}
|
|
std::vector<const char *> args;
|
|
for (auto& string : argsUTF8) {
|
|
args.push_back(string.c_str());
|
|
}
|
|
bool performingRestart = NativeIsRestarting();
|
|
NativeInit(static_cast<int>(args.size()), &args[0], "", "", nullptr);
|
|
|
|
if (g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
|
|
if (!useEmuThread) {
|
|
// Okay, we must've switched to OpenGL. Let's flip the emu thread on.
|
|
useEmuThread = true;
|
|
SetCurrentThreadName("Render");
|
|
}
|
|
} else if (useEmuThread) {
|
|
// We must've failed over from OpenGL, flip the emu thread off.
|
|
useEmuThread = false;
|
|
SetCurrentThreadName("Emu");
|
|
}
|
|
|
|
if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {
|
|
Reporting::ReportMessage("Graphics init error: %s", "ALL");
|
|
|
|
auto err = GetI18NCategory("Error");
|
|
const char *defaultErrorAll = "PPSSPP failed to startup with any graphics backend. Try upgrading your graphics and other drivers.";
|
|
const char *genericError = err->T("GenericAllStartupError", defaultErrorAll);
|
|
std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error"));
|
|
MessageBox(0, ConvertUTF8ToWString(genericError).c_str(), title.c_str(), MB_OK);
|
|
|
|
// Let's continue (and probably crash) just so they have a way to keep trying.
|
|
}
|
|
|
|
host->UpdateUI();
|
|
|
|
std::string error_string;
|
|
bool success = host->InitGraphics(&error_string, &g_graphicsContext);
|
|
|
|
if (success) {
|
|
// Main thread is the render thread.
|
|
success = g_graphicsContext->InitFromRenderThread(&error_string);
|
|
}
|
|
|
|
if (!success) {
|
|
// Before anything: are we restarting right now?
|
|
if (performingRestart) {
|
|
// Okay, switching graphics didn't work out. Probably a driver bug - fallback to restart.
|
|
// This happens on NVIDIA when switching OpenGL -> Vulkan.
|
|
g_Config.Save("switch_graphics_failed");
|
|
W32Util::ExitAndRestart();
|
|
}
|
|
|
|
auto err = GetI18NCategory("Error");
|
|
Reporting::ReportMessage("Graphics init error: %s", error_string.c_str());
|
|
|
|
const char *defaultErrorVulkan = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to OpenGL?\n\nError message:";
|
|
const char *defaultErrorOpenGL = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to DirectX 9?\n\nError message:";
|
|
const char *defaultErrorDirect3D9 = "Failed initializing graphics. Try upgrading your graphics drivers and directx 9 runtime.\n\nWould you like to try switching to OpenGL?\n\nError message:";
|
|
const char *genericError;
|
|
GPUBackend nextBackend = GPUBackend::DIRECT3D9;
|
|
switch (g_Config.iGPUBackend) {
|
|
case (int)GPUBackend::DIRECT3D9:
|
|
nextBackend = GPUBackend::OPENGL;
|
|
genericError = err->T("GenericDirect3D9Error", defaultErrorDirect3D9);
|
|
break;
|
|
case (int)GPUBackend::VULKAN:
|
|
nextBackend = GPUBackend::OPENGL;
|
|
genericError = err->T("GenericVulkanError", defaultErrorVulkan);
|
|
break;
|
|
case (int)GPUBackend::OPENGL:
|
|
default:
|
|
nextBackend = GPUBackend::DIRECT3D9;
|
|
genericError = err->T("GenericOpenGLError", defaultErrorOpenGL);
|
|
break;
|
|
}
|
|
std::string full_error = StringFromFormat("%s\n\n%s", genericError, error_string.c_str());
|
|
std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error"));
|
|
bool yes = IDYES == MessageBox(0, ConvertUTF8ToWString(full_error).c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
|
|
ERROR_LOG(BOOT, "%s", full_error.c_str());
|
|
|
|
if (yes) {
|
|
// Change the config to the alternative and restart.
|
|
g_Config.iGPUBackend = (int)nextBackend;
|
|
// Clear this to ensure we try their selection.
|
|
g_Config.sFailedGPUBackends.clear();
|
|
g_Config.Save("save_graphics_fallback");
|
|
|
|
W32Util::ExitAndRestart();
|
|
} else {
|
|
if (g_Config.iGPUBackend == (int)GPUBackend::DIRECT3D9) {
|
|
// Allow the user to download the DX9 runtime.
|
|
LaunchBrowser("https://www.microsoft.com/en-us/download/details.aspx?id=34429");
|
|
}
|
|
}
|
|
|
|
// No safe way out without graphics.
|
|
ExitProcess(1);
|
|
}
|
|
|
|
GraphicsContext *graphicsContext = g_graphicsContext;
|
|
|
|
if (!useEmuThread) {
|
|
NativeInitGraphics(graphicsContext);
|
|
NativeResized();
|
|
}
|
|
|
|
DEBUG_LOG(BOOT, "Done.");
|
|
|
|
if (coreState == CORE_POWERDOWN) {
|
|
INFO_LOG(BOOT, "Exit before core loop.");
|
|
goto shutdown;
|
|
}
|
|
|
|
g_inLoop = true;
|
|
|
|
if (useEmuThread) {
|
|
EmuThreadStart(graphicsContext);
|
|
}
|
|
graphicsContext->ThreadStart();
|
|
|
|
if (g_Config.bBrowse)
|
|
PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0);
|
|
|
|
Core_EnableStepping(false);
|
|
|
|
if (useEmuThread) {
|
|
while (emuThreadState != (int)EmuThreadState::DISABLED) {
|
|
graphicsContext->ThreadFrame();
|
|
if (GetUIState() == UISTATE_EXIT) {
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
while (GetUIState() != UISTATE_EXIT) {
|
|
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
|
|
// This way they can load a new game.
|
|
if (!Core_IsActive())
|
|
UpdateUIState(UISTATE_MENU);
|
|
Core_Run(g_graphicsContext);
|
|
if (coreState == CORE_BOOT_ERROR) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
Core_Stop();
|
|
if (!useEmuThread) {
|
|
// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
|
|
Core_Run(g_graphicsContext);
|
|
}
|
|
Core_WaitInactive(800);
|
|
|
|
g_inLoop = false;
|
|
|
|
if (useEmuThread) {
|
|
EmuThreadStop();
|
|
while (graphicsContext->ThreadFrame()) {
|
|
// Need to keep eating frames to allow the EmuThread to exit correctly.
|
|
continue;
|
|
}
|
|
EmuThreadJoin();
|
|
}
|
|
|
|
shutdown:
|
|
|
|
if (!useEmuThread) {
|
|
NativeShutdownGraphics();
|
|
}
|
|
|
|
g_graphicsContext->ThreadEnd();
|
|
g_graphicsContext->ShutdownFromRenderThread();
|
|
|
|
// NativeShutdown deletes the graphics context through host->ShutdownGraphics().
|
|
NativeShutdown();
|
|
|
|
PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_UI, 0, 0);
|
|
}
|