ppsspp/Windows/EmuThread.cpp
2017-12-26 15:55:24 -08:00

179 lines
5.0 KiB
C++

#include <mutex>
#include <atomic>
#include <thread>
#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "i18n/i18n.h"
#include "input/input_state.h"
#include "util/text/utf8.h"
#include "Common/Log.h"
#include "Common/StringUtils.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 "thread/threadutil.h"
static std::mutex emuThreadLock;
static std::thread emuThread;
static std::atomic<int> emuThreadState;
extern std::vector<std::wstring> GetWideCmdLine();
enum EmuThreadStatus : int {
THREAD_NONE = 0,
THREAD_INIT,
THREAD_CORE_LOOP,
THREAD_SHUTDOWN,
THREAD_END,
};
void EmuThreadFunc();
void EmuThread_Start() {
std::lock_guard<std::mutex> guard(emuThreadLock);
emuThread = std::thread(&EmuThreadFunc);
}
void EmuThread_Stop() {
// Already stopped?
{
std::lock_guard<std::mutex> guard(emuThreadLock);
if (emuThreadState == THREAD_END)
return;
}
UpdateUIState(UISTATE_EXIT);
Core_Stop();
Core_WaitInactive(800);
emuThread.join();
PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_UI, 0, 0);
}
bool EmuThread_Ready() {
return emuThreadState == THREAD_CORE_LOOP;
}
void EmuThreadFunc() {
emuThreadState = THREAD_INIT;
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], "1234", "1234", nullptr);
host->UpdateUI();
GraphicsContext *graphicsContext = nullptr;
std::string error_string;
if (!host->InitGraphics(&error_string, &graphicsContext)) {
// 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();
W32Util::ExitAndRestart();
}
I18NCategory *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, full_error.c_str());
if (yes) {
// Change the config to the alternative and restart.
g_Config.iGPUBackend = (int)nextBackend;
g_Config.Save();
W32Util::ExitAndRestart();
}
// No safe way out without graphics.
exit(1);
}
NativeInitGraphics(graphicsContext);
NativeResized();
INFO_LOG(BOOT, "Done.");
_dbg_update_();
if (coreState == CORE_POWERDOWN) {
INFO_LOG(BOOT, "Exit before core loop.");
goto shutdown;
}
emuThreadState = 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(graphicsContext);
}
shutdown:
emuThreadState = THREAD_SHUTDOWN;
NativeShutdownGraphics();
// NativeShutdown deletes the graphics context through host->ShutdownGraphics().
NativeShutdown();
emuThreadState = THREAD_END;
}