Files
archived-pcsx2/pcsx2/System/SysCoreThread.cpp
Jake.Stine c17455c702 User Interface code cleanups and bugfixes. some highlights:
* Configuration panels are all modal-less now, so that you can open the config panel and leave it open while running games.
 * Handful of thread sync improvements.
 * Fixed on-the-fly interpreter/recompiler configuration.
 * Fixed plugin hotswapping (mostly works, but still a little funny at times)
 * All new assertion dialogs and popup message handlers.
 * RecentIsoList defaults to 12 instead of 6

Dev Notes:
 * I had to create a new set of assertion functions called pxAssume*.  Originally I hoped to avoid that complexity, and just use a single one-assert-fits-all case, but turned out blanketly using __assume() for all assertion cases wasn't reliable.
 * wxGuiTools: Replaced the operator, with operator& -- the latter has proper order of precedence, the former required () to scope correctly. >_<

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2339 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-12-14 12:18:55 +00:00

412 lines
11 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2009 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "Counters.h"
#include "GS.h"
#include "Elfheader.h"
#include "Patch.h"
#include "PageFaultSource.h"
#include "SysThreads.h"
#ifdef __WXMSW__
# include <wx/msw/wrapwin.h>
#endif
#include <xmmintrin.h>
static __threadlocal SysCoreThread* tls_coreThread = NULL;
// --------------------------------------------------------------------------------------
// SysCoreThread *External Thread* Implementations
// (Called from outside the context of this thread)
// --------------------------------------------------------------------------------------
SysCoreThread::SysCoreThread()
{
m_name = L"EE Core";
m_resetRecompilers = true;
m_resetProfilers = true;
m_resetVsyncTimers = true;
m_resetVirtualMachine = true;
m_hasValidState = false;
}
SysCoreThread::~SysCoreThread() throw()
{
SysCoreThread::Cancel();
}
void SysCoreThread::Cancel( bool isBlocking )
{
m_CoreCancelDamnit = true;
_parent::Cancel();
ReleaseResumeLock();
}
bool SysCoreThread::Cancel( const wxTimeSpan& span )
{
m_CoreCancelDamnit = true;
if( _parent::Cancel( span ) )
{
ReleaseResumeLock();
return true;
}
return false;
}
void SysCoreThread::Start()
{
if( g_plugins == NULL ) return;
g_plugins->Init();
m_CoreCancelDamnit = false; // belongs in OnStart actually, but I'm tired :P
_parent::Start();
}
// Resumes the core execution state, or does nothing is the core is already running. If
// settings were changed, resets will be performed as needed and emulation state resumed from
// memory savestates.
//
// Exceptions (can occur on first call only):
// PluginInitError - thrown if a plugin fails init (init is performed on the current thread
// on the first time the thread is resumed from it's initial idle state)
// ThreadCreationError - Insufficient system resources to create thread.
//
void SysCoreThread::OnResumeReady()
{
if( m_resetVirtualMachine )
m_hasValidState = false;
if( !m_hasValidState )
m_resetRecompilers = true;
}
// Tells the thread to recover from the in-memory state copy when it resumes. (thread must be
// resumed manually).
void SysCoreThread::RecoverState()
{
Pause();
m_resetVirtualMachine = true;
m_hasValidState = false;
}
void SysCoreThread::Reset()
{
Suspend();
m_resetVirtualMachine = true;
m_hasValidState = false;
}
// This function *will* reset the emulator in order to allow the specified elf file to
// take effect. This is because it really doesn't make sense to change the elf file outside
// the context of a reset/restart.
void SysCoreThread::SetElfOverride( const wxString& elf )
{
pxAssertDev( !m_hasValidState, "Thread synchronization error while assigning ELF override." );
m_elf_override = elf;
}
ScopedCoreThreadSuspend::ScopedCoreThreadSuspend()
{
m_ResumeWhenDone = GetCoreThread().Suspend();
}
ScopedCoreThreadSuspend::~ScopedCoreThreadSuspend() throw()
{
if( m_ResumeWhenDone )
{
Console.WriteLn( Color_Gray, "Scoped CoreThread suspend was not allowed to resume." );
}
}
// Resumes CoreThread execution, but *only* if it was in a running state when this object
// was instanized. Subsequent calls to Resume() will be ignored.
void ScopedCoreThreadSuspend::Resume()
{
if( m_ResumeWhenDone )
GetCoreThread().Resume();
m_ResumeWhenDone = false;
}
ScopedCoreThreadPause::ScopedCoreThreadPause()
{
m_ResumeWhenDone = GetCoreThread().Pause();
}
ScopedCoreThreadPause::~ScopedCoreThreadPause() throw()
{
if( m_ResumeWhenDone )
{
Console.WriteLn( Color_Gray, "Scoped CoreThread pause was not allowed to resume." );
}
}
// Resumes CoreThread execution, but *only* if it was in a running state when this object
// was instanized. Subsequent calls to Resume() will be ignored.
void ScopedCoreThreadPause::Resume()
{
if( m_ResumeWhenDone )
GetCoreThread().Resume();
m_ResumeWhenDone = false;
}
// Applies a full suite of new settings, which will automatically facilitate the necessary
// resets of the core and components (including plugins, if needed). The scope of resetting
// is determined by comparing the current settings against the new settings, so that only
// real differences are applied.
void SysCoreThread::ApplySettings( const Pcsx2Config& src )
{
if( src == EmuConfig ) return;
ScopedCoreThreadPause sys_paused;
m_resetRecompilers = ( src.Cpu != EmuConfig.Cpu ) || ( src.Recompiler != EmuConfig.Recompiler ) ||
( src.Gamefixes != EmuConfig.Gamefixes ) || ( src.Speedhacks != EmuConfig.Speedhacks );
m_resetProfilers = ( src.Profiler != EmuConfig.Profiler );
m_resetVsyncTimers = ( src.GS != EmuConfig.GS );
const_cast<Pcsx2Config&>(EmuConfig) = src;
sys_paused.Resume();
}
void SysCoreThread::ChangeCdvdSource( CDVD_SourceType type )
{
if( type == CDVDsys_GetSourceType() ) return;
// Fast change of the CDVD source only -- a Pause will suffice.
bool resumeWhenDone = Pause();
GetPluginManager().Close( PluginId_CDVD );
CDVDsys_ChangeSource( type );
if( resumeWhenDone ) Resume();
}
// --------------------------------------------------------------------------------------
// SysCoreThread *Worker* Implementations
// (Called from the context of this thread only)
// --------------------------------------------------------------------------------------
SysCoreThread& SysCoreThread::Get()
{
pxAssertMsg( tls_coreThread != NULL, L"This function must be called from the context of a running SysCoreThread." );
return *tls_coreThread;
}
bool SysCoreThread::HasPendingStateChangeRequest() const
{
return m_CoreCancelDamnit || GetMTGS().HasPendingException() || _parent::HasPendingStateChangeRequest();
}
struct ScopedBool_ClearOnError
{
bool& m_target;
bool m_success;
ScopedBool_ClearOnError( bool& target ) :
m_target( target ), m_success( false )
{
m_target = true;
}
virtual ~ScopedBool_ClearOnError()
{
m_target = m_success;
}
void Success() { m_success = true; }
};
void SysCoreThread::_reset_stuff_as_needed()
{
if( m_resetVirtualMachine || m_resetRecompilers || m_resetProfilers )
{
SysClearExecutionCache();
memBindConditionalHandlers();
m_resetRecompilers = false;
m_resetProfilers = false;
}
if( m_resetVirtualMachine )
{
cpuReset();
m_resetVirtualMachine = false;
m_resetRecompilers = true;
}
if( m_resetVsyncTimers )
{
UpdateVSyncRate();
frameLimitReset();
m_resetVsyncTimers = false;
}
SetCPUState( EmuConfig.Cpu.sseMXCSR, EmuConfig.Cpu.sseVUMXCSR );
}
void SysCoreThread::CpuInitializeMess()
{
if( m_hasValidState ) return;
if( StateCopy_IsValid() )
{
// Automatic recovery system if a state exists in memory. This is executed here
// in order to ensure the plugins are in the proper (loaded/opened) state.
SysClearExecutionCache();
StateCopy_ThawFromMem_Blocking();
m_hasValidState = true;
m_resetVirtualMachine = false;
return;
}
_reset_stuff_as_needed();
ScopedBool_ClearOnError sbcoe( m_hasValidState );
wxString elf_file( m_elf_override );
if( elf_file.IsEmpty() && EmuConfig.SkipBiosSplash && (CDVDsys_GetSourceType() != CDVDsrc_NoDisc))
{
// Fetch the ELF filename and CD type from the CDVD provider.
wxString ename;
int result = GetPS2ElfName( ename );
switch( result )
{
case 0:
throw Exception::RuntimeError( wxLt("Fast Boot failed: CDVD image is not a PS1 or PS2 game.") );
case 1:
throw Exception::RuntimeError( wxLt("Fast Boot failed: PCSX2 does not support emulation of PS1 games.") );
case 2:
// PS2 game. Valid!
elf_file = ename;
break;
jNO_DEFAULT
}
}
if( !elf_file.IsEmpty() )
{
// Skip Bios Hack *or* Manual ELF override:
// Runs the PS2 BIOS stub, and then manually loads the ELF executable data, and
// injects the cpuRegs.pc with the address of the execution start point.
//
// This hack is necessary for non-CD ELF files, and is optional for game CDs as a
// fast bott up option. (though not recommended for games because of rare ill side
// effects).
SetCPUState( EmuConfig.Cpu.sseMXCSR, EmuConfig.Cpu.sseVUMXCSR );
cpuExecuteBios();
loadElfFile( elf_file );
}
sbcoe.Success();
}
// Called by the VsyncInThread() if a valid keyEvent is pending and is unhandled by other
// PS2 core plugins.
void SysCoreThread::DispatchKeyEventToUI( const keyEvent& evt )
{
}
// This is called from the PS2 VM at the start of every vsync (either 59.94 or 50 hz by PS2
// clock scale, which does not correlate to the actual host machine vsync).
//
// Default tasks: Updates PADs and applies vsync patches. Derived classes can override this
// to change either PAD and/or Patching behaviors.
//
// [TODO]: Should probably also handle profiling and debugging updates, once those are
// re-implemented.
//
void SysCoreThread::VsyncInThread()
{
if( !pxAssert(g_plugins!=NULL) ) return;
const keyEvent* ev = PADkeyEvent();
if( ev != NULL && (ev->key != 0) )
{
// Give plugins first try to handle keys. If none of them handles the key, it will
// be passed to the main user interface.
if( !g_plugins->KeyEvent( *ev ) )
DispatchKeyEventToUI( *ev );
}
if (EmuConfig.EnablePatches) ApplyPatch();
}
void SysCoreThread::StateCheckInThread()
{
GetMTGS().RethrowException();
_parent::StateCheckInThread();
if( !m_hasValidState )
throw Exception::RuntimeError( "Invalid emulation state detected; Virtual machine threads have been cancelled." );
_reset_stuff_as_needed(); // kinda redundant but could catch unexpected threaded state changes...
}
void SysCoreThread::ExecuteTaskInThread()
{
Threading::EnableHiresScheduler();
tls_coreThread = this;
m_sem_event.WaitWithoutYield();
m_mxcsr_saved.bitmask = _mm_getcsr();
PCSX2_PAGEFAULT_PROTECT {
do {
StateCheckInThread();
Cpu->Execute();
} while( true );
} PCSX2_PAGEFAULT_EXCEPT;
}
void SysCoreThread::OnSuspendInThread()
{
if( g_plugins != NULL )
g_plugins->Close();
}
void SysCoreThread::OnResumeInThread( bool isSuspended )
{
if( g_plugins != NULL )
g_plugins->Open();
CpuInitializeMess();
}
// Invoked by the pthread_exit or pthread_cancel.
void SysCoreThread::OnCleanupInThread()
{
m_hasValidState = false;
_mm_setcsr( m_mxcsr_saved.bitmask );
Threading::DisableHiresScheduler();
if( g_plugins != NULL )
g_plugins->Close();
tls_coreThread = NULL;
_parent::OnCleanupInThread();
}