mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
202 lines
5.2 KiB
C++
202 lines
5.2 KiB
C++
// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
|
|
|
|
#include "base/timeutil.h"
|
|
#include "base/NativeApp.h"
|
|
#include "base/mutex.h"
|
|
#include "i18n/i18n.h"
|
|
#include "util/text/utf8.h"
|
|
#include "Common/Log.h"
|
|
#include "Common/StringUtils.h"
|
|
#include "../Globals.h"
|
|
#include "Windows/EmuThread.h"
|
|
#include "Windows/W32Util/Misc.h"
|
|
#include "Windows/MainWindow.h"
|
|
#include "Windows/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)
|
|
|
|
static recursive_mutex emuThreadLock;
|
|
static HANDLE emuThread;
|
|
static volatile long emuThreadReady;
|
|
|
|
extern std::vector<std::wstring> GetWideCmdLine();
|
|
|
|
enum EmuThreadStatus : long
|
|
{
|
|
THREAD_NONE = 0,
|
|
THREAD_INIT,
|
|
THREAD_CORE_LOOP,
|
|
THREAD_SHUTDOWN,
|
|
THREAD_END,
|
|
};
|
|
|
|
HANDLE EmuThread_GetThreadHandle()
|
|
{
|
|
lock_guard guard(emuThreadLock);
|
|
return emuThread;
|
|
}
|
|
|
|
unsigned int WINAPI TheThread(void *);
|
|
|
|
void EmuThread_Start()
|
|
{
|
|
lock_guard guard(emuThreadLock);
|
|
emuThread = (HANDLE)_beginthreadex(0, 0, &TheThread, 0, 0, 0);
|
|
}
|
|
|
|
void EmuThread_Stop()
|
|
{
|
|
// Already stopped?
|
|
{
|
|
lock_guard guard(emuThreadLock);
|
|
if (emuThread == NULL || emuThreadReady == THREAD_END)
|
|
return;
|
|
}
|
|
|
|
UpdateUIState(UISTATE_EXIT);
|
|
Core_Stop();
|
|
Core_WaitInactive(800);
|
|
if (WAIT_TIMEOUT == WaitForSingleObject(emuThread, 800))
|
|
{
|
|
_dbg_assert_msg_(COMMON, false, "Wait for EmuThread timed out.");
|
|
}
|
|
{
|
|
lock_guard guard(emuThreadLock);
|
|
CloseHandle(emuThread);
|
|
emuThread = 0;
|
|
}
|
|
host->UpdateUI();
|
|
}
|
|
|
|
bool EmuThread_Ready()
|
|
{
|
|
return emuThreadReady == THREAD_CORE_LOOP;
|
|
}
|
|
|
|
unsigned int WINAPI TheThread(void *)
|
|
{
|
|
_InterlockedExchange(&emuThreadReady, THREAD_INIT);
|
|
|
|
setCurrentThreadName("Emu"); // And graphics...
|
|
|
|
// Native overwrites host. Can't allow that.
|
|
|
|
Host *oldHost = host;
|
|
|
|
// Convert the command-line arguments to Unicode, then to proper UTF-8
|
|
// (the benefit being that we don't have to pollute the UI project with win32 ifdefs and lots of Convert<whatever>To<whatever>).
|
|
// This avoids issues with PPSSPP inadvertently destroying paths with Unicode glyphs
|
|
// (using the ANSI args resulted in Japanese/Chinese glyphs being turned into question marks, at least for me..).
|
|
// -TheDax
|
|
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());
|
|
}
|
|
|
|
NativeInit(static_cast<int>(args.size()), &args[0], "1234", "1234", "1234");
|
|
|
|
Host *nativeHost = host;
|
|
host = oldHost;
|
|
|
|
host->UpdateUI();
|
|
|
|
std::string error_string;
|
|
if (!host->InitGraphics(&error_string)) {
|
|
I18NCategory *err = GetI18NCategory("Error");
|
|
Reporting::ReportMessage("Graphics init error: %s", error_string.c_str());
|
|
|
|
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;
|
|
int nextBackend = GPU_BACKEND_DIRECT3D9;
|
|
switch (g_Config.iGPUBackend) {
|
|
case GPU_BACKEND_DIRECT3D9:
|
|
nextBackend = GPU_BACKEND_OPENGL;
|
|
genericError = err->T("GenericDirect3D9Error", defaultErrorDirect3D9);
|
|
break;
|
|
case GPU_BACKEND_OPENGL:
|
|
default:
|
|
nextBackend = GPU_BACKEND_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, full_error.c_str());
|
|
|
|
if (yes) {
|
|
// Change the config to the alternative and restart.
|
|
g_Config.iGPUBackend = nextBackend;
|
|
g_Config.Save();
|
|
|
|
W32Util::ExitAndRestart();
|
|
}
|
|
|
|
// No safe way out without graphics.
|
|
ExitProcess(1);
|
|
}
|
|
|
|
NativeInitGraphics();
|
|
NativeResized();
|
|
|
|
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);
|
|
|
|
Core_EnableStepping(FALSE);
|
|
|
|
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();
|
|
}
|
|
|
|
shutdown:
|
|
_InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN);
|
|
|
|
NativeShutdownGraphics();
|
|
|
|
host->ShutdownSound();
|
|
host = nativeHost;
|
|
NativeShutdown();
|
|
host = oldHost;
|
|
host->ShutdownGraphics();
|
|
|
|
_InterlockedExchange(&emuThreadReady, THREAD_END);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|