mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
357 lines
7.7 KiB
C++
357 lines
7.7 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <set>
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#include "base/NativeApp.h"
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#include "base/display.h"
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#include "base/mutex.h"
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#include "base/timeutil.h"
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#include "input/input_state.h"
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#include "profiler/profiler.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/MemMap.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/MIPS/MIPS.h"
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#ifdef _WIN32
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#ifndef _XBOX
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#include "Windows/OpenGLBase.h"
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#include "Windows/D3D9Base.h"
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#endif
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#include "Windows/InputDevice.h"
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#endif
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#include "Host.h"
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#include "Core/Debugger/Breakpoints.h"
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// Time until we stop considering the core active without user input.
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// Should this be configurable? 2 hours currently.
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static const double ACTIVITY_IDLE_TIMEOUT = 2.0 * 3600.0;
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static event m_hStepEvent;
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static recursive_mutex m_hStepMutex;
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static event m_hInactiveEvent;
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static recursive_mutex m_hInactiveMutex;
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static bool singleStepPending = false;
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static std::set<Core_ShutdownFunc> shutdownFuncs;
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static bool windowHidden = false;
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static double lastActivity = 0.0;
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static double lastKeepAwake = 0.0;
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#ifdef _WIN32
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InputState input_state;
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#else
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extern InputState input_state;
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#endif
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void Core_NotifyWindowHidden(bool hidden) {
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windowHidden = hidden;
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// TODO: Wait until we can react?
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}
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void Core_NotifyActivity() {
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lastActivity = time_now_d();
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}
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void Core_ListenShutdown(Core_ShutdownFunc func) {
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shutdownFuncs.insert(func);
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}
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void Core_NotifyShutdown() {
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for (auto it = shutdownFuncs.begin(); it != shutdownFuncs.end(); ++it) {
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(*it)();
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}
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}
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void Core_ErrorPause() {
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Core_UpdateState(CORE_ERROR);
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}
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void Core_Halt(const char *msg) {
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Core_EnableStepping(true);
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ERROR_LOG(CPU, "CPU HALTED : %s",msg);
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_dbg_update_();
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}
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void Core_Stop() {
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Core_UpdateState(CORE_POWERDOWN);
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Core_NotifyShutdown();
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m_hStepEvent.notify_one();
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}
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bool Core_IsStepping() {
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return coreState == CORE_STEPPING || coreState == CORE_POWERDOWN;
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}
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bool Core_IsActive() {
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return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending;
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}
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bool Core_IsInactive() {
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return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending;
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}
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void Core_WaitInactive() {
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while (Core_IsActive()) {
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m_hInactiveEvent.wait(m_hInactiveMutex);
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}
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}
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void Core_WaitInactive(int milliseconds) {
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if (Core_IsActive()) {
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m_hInactiveEvent.wait_for(m_hInactiveMutex, milliseconds);
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}
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}
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bool UpdateScreenScale(int width, int height, bool smallWindow) {
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g_dpi = 72;
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g_dpi_scale = 1.0f;
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#if defined(__SYMBIAN32__)
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g_dpi_scale = 1.4f;
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#elif defined(_WIN32)
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if (smallWindow) {
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g_dpi_scale = 2.0f;
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}
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#endif
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pixel_in_dps = 1.0f / g_dpi_scale;
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int new_dp_xres = width * g_dpi_scale;
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int new_dp_yres = height * g_dpi_scale;
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bool dp_changed = new_dp_xres != dp_xres || new_dp_yres != dp_yres;
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bool px_changed = pixel_xres != width || pixel_yres != height;
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if (dp_changed || px_changed) {
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dp_xres = new_dp_xres;
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dp_yres = new_dp_yres;
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pixel_xres = width;
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pixel_yres = height;
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NativeResized();
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return true;
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}
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return false;
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}
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void UpdateRunLoop() {
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if (windowHidden && g_Config.bPauseWhenMinimized) {
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sleep_ms(16);
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return;
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}
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NativeUpdate(input_state);
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{
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lock_guard guard(input_state.lock);
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EndInputState(&input_state);
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}
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if (GetUIState() != UISTATE_EXIT) {
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NativeRender();
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}
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}
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#if defined(USING_WIN_UI)
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void GPU_SwapBuffers() {
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switch (g_Config.iGPUBackend) {
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case GPU_BACKEND_OPENGL:
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GL_SwapBuffers();
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break;
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case GPU_BACKEND_DIRECT3D9:
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D3D9_SwapBuffers();
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break;
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}
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}
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#endif
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void Core_RunLoop() {
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while ((GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT) {
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time_update();
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#if defined(USING_WIN_UI)
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double startTime = time_now_d();
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UpdateRunLoop();
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// Simple throttling to not burn the GPU in the menu.
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time_update();
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double diffTime = time_now_d() - startTime;
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int sleepTime = (int)(1000.0 / 60.0) - (int)(diffTime * 1000.0);
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if (sleepTime > 0)
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Sleep(sleepTime);
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if (!windowHidden) {
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GPU_SwapBuffers();
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}
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#else
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UpdateRunLoop();
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#endif
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}
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while (!coreState && GetUIState() == UISTATE_INGAME) {
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time_update();
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UpdateRunLoop();
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#if defined(USING_WIN_UI)
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if (!windowHidden && !Core_IsStepping()) {
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GPU_SwapBuffers();
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// Keep the system awake for longer than normal for cutscenes and the like.
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const double now = time_now_d();
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if (now < lastActivity + ACTIVITY_IDLE_TIMEOUT) {
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// Only resetting it ever prime number seconds in case the call is expensive.
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// Using a prime number to ensure there's no interaction with other periodic events.
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if (now - lastKeepAwake > 89.0 || now < lastKeepAwake) {
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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lastKeepAwake = now;
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}
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}
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}
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#endif
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}
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}
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void Core_DoSingleStep() {
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singleStepPending = true;
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m_hStepEvent.notify_one();
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}
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void Core_UpdateSingleStep() {
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m_hStepEvent.notify_one();
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}
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void Core_SingleStep() {
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currentMIPS->SingleStep();
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}
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static inline void CoreStateProcessed() {
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if (coreStatePending) {
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coreStatePending = false;
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m_hInactiveEvent.notify_one();
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}
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}
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// Some platforms, like Android, do not call this function but handle things on their own.
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void Core_Run()
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{
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#if defined(_DEBUG)
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host->UpdateDisassembly();
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#endif
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#if !defined(USING_QT_UI) || defined(MOBILE_DEVICE)
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while (true)
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#endif
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{
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reswitch:
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if (GetUIState() != UISTATE_INGAME) {
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CoreStateProcessed();
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if (GetUIState() == UISTATE_EXIT) {
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return;
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}
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Core_RunLoop();
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#if defined(USING_QT_UI) && !defined(MOBILE_DEVICE)
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return;
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#else
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continue;
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#endif
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}
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switch (coreState)
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{
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case CORE_RUNNING:
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// enter a fast runloop
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Core_RunLoop();
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break;
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// We should never get here on Android.
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case CORE_STEPPING:
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singleStepPending = false;
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CoreStateProcessed();
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// Check if there's any pending savestate actions.
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SaveState::Process();
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if (coreState == CORE_POWERDOWN) {
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return;
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}
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// wait for step command..
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->UpdateDisassembly();
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host->UpdateMemView();
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host->SendCoreWait(true);
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#endif
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m_hStepEvent.wait(m_hStepMutex);
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->SendCoreWait(false);
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#endif
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#if defined(USING_QT_UI) && !defined(MOBILE_DEVICE)
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if (coreState != CORE_STEPPING)
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return;
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#endif
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// No step pending? Let's go back to the wait.
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if (!singleStepPending || coreState != CORE_STEPPING) {
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if (coreState == CORE_POWERDOWN) {
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return;
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}
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goto reswitch;
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}
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Core_SingleStep();
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// update disasm dialog
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#if defined(USING_QT_UI) || defined(_DEBUG)
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host->UpdateDisassembly();
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host->UpdateMemView();
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#endif
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break;
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case CORE_POWERUP:
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case CORE_POWERDOWN:
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case CORE_ERROR:
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// Exit loop!!
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CoreStateProcessed();
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return;
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case CORE_NEXTFRAME:
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return;
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}
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}
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}
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void Core_EnableStepping(bool step) {
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if (step) {
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sleep_ms(1);
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#if defined(_DEBUG)
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host->SetDebugMode(true);
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#endif
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m_hStepEvent.reset();
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Core_UpdateState(CORE_STEPPING);
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} else {
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#if defined(_DEBUG)
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host->SetDebugMode(false);
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#endif
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coreState = CORE_RUNNING;
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coreStatePending = false;
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m_hStepEvent.notify_one();
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}
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}
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