ppsspp/Core/System.cpp
Unknown W. Brackets a73b15b963 In multithreadead, load the game async.
This way if it takes time to load, things aren't frozen while it's doing
that.  This allows us to show any sort of loading animation or etc. we
want.

Before, it might show a odd looking game select screen while loading, and
then finally go to black.  Now it immediately goes to black.

Fixes #2030.
2014-01-19 14:41:01 -08:00

528 lines
13 KiB
C++

// Copyright (C) 2012 PPSSPP Project
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef _WIN32
#include "Common/CommonWindows.h"
#include <ShlObj.h>
#include <string>
#include <codecvt>
#endif
#include "native/thread/thread.h"
#include "native/thread/threadutil.h"
#include "native/base/mutex.h"
#include "util/text/utf8.h"
#include "Core/MemMap.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSAnalyst.h"
#include "Core/MIPS/JitCommon/JitCommon.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/PSPMixer.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/ReplaceTables.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceAudio.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/Loaders.h"
#include "Core/PSPLoaders.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/SaveState.h"
#include "Common/LogManager.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
enum CPUThreadState {
CPU_THREAD_NOT_RUNNING,
CPU_THREAD_PENDING,
CPU_THREAD_STARTING,
CPU_THREAD_RUNNING,
CPU_THREAD_SHUTDOWN,
CPU_THREAD_EXECUTE,
};
MetaFileSystem pspFileSystem;
ParamSFOData g_paramSFO;
GlobalUIState globalUIState;
static CoreParameter coreParameter;
static PSPMixer *mixer;
static std::thread *cpuThread = NULL;
static recursive_mutex cpuThreadLock;
static condition_variable cpuThreadCond;
static condition_variable cpuThreadReplyCond;
static u64 cpuThreadUntil;
// This can be read and written from ANYWHERE.
volatile CoreState coreState = CORE_STEPPING;
// Note: intentionally not used for CORE_NEXTFRAME.
volatile bool coreStatePending = false;
static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
void UpdateUIState(GlobalUIState newState) {
// Never leave the EXIT state.
if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
globalUIState = newState;
host->UpdateDisassembly();
}
}
bool IsAudioInitialised() {
return mixer != NULL;
}
void Audio_Init() {
if(mixer == NULL) {
mixer = new PSPMixer();
host->InitSound(mixer);
}
}
bool IsOnSeparateCPUThread() {
if (cpuThread != NULL) {
return cpuThread->get_id() == std::this_thread::get_id();
} else {
return false;
}
}
void CPU_SetState(CPUThreadState to) {
lock_guard guard(cpuThreadLock);
cpuThreadState = to;
cpuThreadCond.notify_one();
cpuThreadReplyCond.notify_one();
}
bool CPU_NextState(CPUThreadState from, CPUThreadState to) {
lock_guard guard(cpuThreadLock);
if (cpuThreadState == from) {
CPU_SetState(to);
return true;
} else {
return false;
}
}
bool CPU_NextStateNot(CPUThreadState from, CPUThreadState to) {
lock_guard guard(cpuThreadLock);
if (cpuThreadState != from) {
CPU_SetState(to);
return true;
} else {
return false;
}
}
bool CPU_IsReady() {
return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_IsShutdown() {
return cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_HasPendingAction() {
return cpuThreadState != CPU_THREAD_RUNNING;
}
void CPU_WaitStatus(condition_variable &cond, bool (*pred)()) {
lock_guard guard(cpuThreadLock);
while (!pred()) {
cond.wait(cpuThreadLock);
}
}
void CPU_Shutdown();
void CPU_Init() {
coreState = CORE_POWERUP;
currentMIPS = &mipsr4k;
// Default memory settings
// Seems to be the safest place currently..
if (g_Config.iPSPModel == PSP_MODEL_FAT)
Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
else
Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;
g_RemasterMode = false;
g_DoubleTextureCoordinates = false;
Memory::g_PSPModel = g_Config.iPSPModel;
std::string filename = coreParameter.fileToStart;
IdentifiedFileType type = Identify_File(filename);
MIPSAnalyst::Reset();
Replacement_Init();
switch (type) {
case FILETYPE_PSP_ISO:
case FILETYPE_PSP_ISO_NP:
case FILETYPE_PSP_DISC_DIRECTORY:
InitMemoryForGameISO(filename);
break;
default:
break;
}
Memory::Init();
mipsr4k.Reset();
host->AttemptLoadSymbolMap();
if (coreParameter.enableSound) {
Audio_Init();
}
CoreTiming::Init();
// Init all the HLE modules
HLEInit();
// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
// Why did we check for CORE_POWERDOWN here?
if (!LoadFile(filename, &coreParameter.errorString)) {
CPU_Shutdown();
coreParameter.fileToStart = "";
CPU_SetState(CPU_THREAD_NOT_RUNNING);
return;
}
if (coreParameter.updateRecent) {
g_Config.AddRecent(filename);
}
coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
}
void CPU_Shutdown() {
if (g_Config.bAutoSaveSymbolMap) {
host->SaveSymbolMap();
}
Replacement_Shutdown();
CoreTiming::Shutdown();
__KernelShutdown();
HLEShutdown();
if (coreParameter.enableSound) {
host->ShutdownSound();
mixer = 0; // deleted in ShutdownSound
}
pspFileSystem.Shutdown();
Memory::Shutdown();
}
void CPU_RunLoop() {
setCurrentThreadName("CPUThread");
if (!CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
return;
}
CPU_Init();
CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);
while (cpuThreadState != CPU_THREAD_SHUTDOWN)
{
CPU_WaitStatus(cpuThreadCond, &CPU_HasPendingAction);
switch (cpuThreadState) {
case CPU_THREAD_EXECUTE:
mipsr4k.RunLoopUntil(cpuThreadUntil);
gpu->FinishEventLoop();
CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
break;
// These are fine, just keep looping.
case CPU_THREAD_RUNNING:
case CPU_THREAD_SHUTDOWN:
break;
default:
ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
// Begin shutdown, otherwise we'd just spin on this bad state.
CPU_SetState(CPU_THREAD_SHUTDOWN);
break;
}
}
if (coreState != CORE_ERROR) {
coreState = CORE_POWERDOWN;
}
// Let's make sure the gpu has already cleaned up before we start freeing memory.
if (gpu) {
gpu->FinishEventLoop();
gpu->SyncThread(true);
}
CPU_Shutdown();
CPU_SetState(CPU_THREAD_NOT_RUNNING);
}
void Core_UpdateState(CoreState newState) {
if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
coreStatePending = true;
coreState = newState;
Core_UpdateSingleStep();
}
void System_Wake() {
// Ping the threads so they check coreState.
CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
if (gpu) {
gpu->FinishEventLoop();
}
}
static bool pspIsInited = false;
static bool pspIsIniting = false;
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
if (pspIsIniting) {
return false;
}
#if defined(_WIN32) && defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
coreParameter = coreParam;
coreParameter.errorString = "";
pspIsIniting = true;
if (g_Config.bSeparateCPUThread) {
Core_ListenShutdown(System_Wake);
CPU_SetState(CPU_THREAD_PENDING);
cpuThread = new std::thread(&CPU_RunLoop);
cpuThread->detach();
} else {
CPU_Init();
}
*error_string = coreParameter.errorString;
return coreParameter.fileToStart != "";
}
bool PSP_InitUpdate(std::string *error_string) {
if (pspIsInited || !pspIsIniting) {
return true;
}
if (g_Config.bSeparateCPUThread && !CPU_IsReady()) {
return false;
}
bool success = coreParameter.fileToStart != "";
*error_string = coreParameter.errorString;
if (success) {
success = GPU_Init();
if (!success) {
PSP_Shutdown();
*error_string = "Unable to initialize rendering engine.";
}
}
pspIsInited = success;
pspIsIniting = false;
return true;
}
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
PSP_InitStart(coreParam, error_string);
if (g_Config.bSeparateCPUThread) {
CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
}
return PSP_InitUpdate(error_string);
}
bool PSP_IsIniting() {
return pspIsIniting;
}
bool PSP_IsInited() {
return pspIsInited;
}
void PSP_Shutdown() {
#ifndef USING_GLES2
if (g_Config.bFuncHashMap) {
MIPSAnalyst::StoreHashMap();
}
#endif
if (coreState == CORE_RUNNING)
Core_UpdateState(CORE_ERROR);
Core_NotifyShutdown();
if (cpuThread != NULL) {
CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown);
delete cpuThread;
cpuThread = 0;
} else {
CPU_Shutdown();
}
GPU_Shutdown();
host->SetWindowTitle(0);
currentMIPS = 0;
pspIsInited = false;
pspIsIniting = false;
}
void PSP_RunLoopUntil(u64 globalticks) {
SaveState::Process();
if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
return;
}
if (cpuThread != NULL) {
// Tell the gpu a new frame is about to begin, before we start the CPU.
gpu->SyncBeginFrame();
cpuThreadUntil = globalticks;
if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
// TODO: Something smarter? Or force CPU to bail periodically?
while (!CPU_IsReady()) {
gpu->RunEventsUntil(CoreTiming::GetTicks() + msToCycles(1000));
if (coreState != CORE_RUNNING) {
CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
}
}
} else {
ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState);
}
} else {
mipsr4k.RunLoopUntil(globalticks);
}
}
void PSP_RunLoopFor(int cycles) {
PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
}
CoreParameter &PSP_CoreParameter() {
return coreParameter;
}
std::string GetSysDirectory(PSPDirectories directoryType) {
switch (directoryType) {
case DIRECTORY_CHEATS:
return g_Config.memCardDirectory + "PSP/Cheats/";
case DIRECTORY_GAME:
return g_Config.memCardDirectory + "PSP/GAME/";
case DIRECTORY_SAVEDATA:
return g_Config.memCardDirectory + "PSP/SAVEDATA/";
case DIRECTORY_SCREENSHOT:
return g_Config.memCardDirectory + "PSP/SCREENSHOT/";
case DIRECTORY_SYSTEM:
return g_Config.memCardDirectory + "PSP/SYSTEM/";
case DIRECTORY_PAUTH:
return g_Config.memCardDirectory + "PAUTH/";
// Just return the memory stick root if we run into some sort of problem.
default:
ERROR_LOG(FILESYS, "Unknown directory type.");
return g_Config.memCardDirectory;
}
}
#ifdef _WIN32
// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
void InitSysDirectories() {
if (!g_Config.memCardDirectory.empty() && !g_Config.flash0Directory.empty())
return;
const std::string path = File::GetExeDirectory();
// Mount a filesystem
g_Config.flash0Directory = path + "flash0/";
// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
const std::string installedFile = path + "installed.txt";
const bool installed = File::Exists(installedFile);
// If installed.txt exists(and we can determine the Documents directory)
if (installed && (result == S_OK)) {
std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
if (!inputFile.fail() && inputFile.is_open()) {
std::string tempString;
std::getline(inputFile, tempString);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
tempString = tempString.substr(3);
g_Config.memCardDirectory = tempString;
}
inputFile.close();
// Check if the file is empty first, before appending the slash.
if (g_Config.memCardDirectory.empty())
g_Config.memCardDirectory = myDocsPath;
size_t lastSlash = g_Config.memCardDirectory.find_last_of("/");
if (lastSlash != (g_Config.memCardDirectory.length() - 1))
g_Config.memCardDirectory.append("/");
} else {
g_Config.memCardDirectory = path + "memstick/";
}
// Create the memstickpath before trying to write to it, and fall back on Documents yet again
// if we can't make it.
if (!File::Exists(g_Config.memCardDirectory)) {
if (!File::CreateDir(g_Config.memCardDirectory))
g_Config.memCardDirectory = myDocsPath;
}
const std::string testFile = "/_writable_test.$$$";
// If any directory is read-only, fall back to the Documents directory.
// We're screwed anyway if we can't write to Documents, or can't detect it.
if (!File::CreateEmptyFile(g_Config.memCardDirectory + testFile))
g_Config.memCardDirectory = myDocsPath;
// Clean up our mess.
if (File::Exists(g_Config.memCardDirectory + testFile))
File::Delete(g_Config.memCardDirectory + testFile);
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
}
}
#endif