mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
885 lines
25 KiB
C++
885 lines
25 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "App.h"
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#include "AppSaveStates.h"
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#include "AppGameDatabase.h"
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#include <wx/stdpaths.h>
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#include "fmt/core.h"
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#include "common/StringUtil.h"
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#include "common/Threading.h"
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#include "ps2/BiosTools.h"
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#include "GS.h"
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#include "CDVD/CDVD.h"
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#include "USB/USB.h"
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#include "Elfheader.h"
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#include "Patch.h"
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#include "R5900Exceptions.h"
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#include "Sio.h"
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#ifndef DISABLE_RECORDING
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#include "Recording/InputRecordingControls.h"
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#endif
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alignas(16) SysMtgsThread mtgsThread;
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alignas(16) AppCoreThread CoreThread;
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typedef void (AppCoreThread::*FnPtr_CoreThreadMethod)();
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SysCoreThread& GetCoreThread()
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{
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return CoreThread;
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}
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SysMtgsThread& GetMTGS()
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{
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return mtgsThread;
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}
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namespace GameInfo
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{
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wxString gameName;
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wxString gameSerial;
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wxString gameCRC;
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wxString gameVersion;
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}; // namespace GameInfo
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// --------------------------------------------------------------------------------------
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// SysExecEvent_InvokeCoreThreadMethod
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// --------------------------------------------------------------------------------------
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class SysExecEvent_InvokeCoreThreadMethod : public SysExecEvent
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{
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protected:
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FnPtr_CoreThreadMethod m_method;
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bool m_IsCritical;
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public:
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wxString GetEventName() const { return L"CoreThreadMethod"; }
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virtual ~SysExecEvent_InvokeCoreThreadMethod() = default;
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SysExecEvent_InvokeCoreThreadMethod* Clone() const { return new SysExecEvent_InvokeCoreThreadMethod(*this); }
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bool AllowCancelOnExit() const { return false; }
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bool IsCriticalEvent() const { return m_IsCritical; }
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SysExecEvent_InvokeCoreThreadMethod(FnPtr_CoreThreadMethod method, bool critical = false)
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{
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m_method = method;
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m_IsCritical = critical;
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}
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SysExecEvent_InvokeCoreThreadMethod& Critical()
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{
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m_IsCritical = true;
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return *this;
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}
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protected:
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void InvokeEvent()
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{
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if (m_method)
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(CoreThread.*m_method)();
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}
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};
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static void PostCoreStatus(CoreThreadStatus pevt)
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{
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sApp.PostAction(CoreThreadStatusEvent(pevt));
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}
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// --------------------------------------------------------------------------------------
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// AppCoreThread Implementations
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// --------------------------------------------------------------------------------------
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AppCoreThread::AppCoreThread()
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: SysCoreThread()
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{
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m_resetCdvd = false;
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}
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AppCoreThread::~AppCoreThread()
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{
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try
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{
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_parent::Cancel(); // use parent's, skips thread affinity check.
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}
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DESTRUCTOR_CATCHALL
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}
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static void _Cancel()
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{
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GetCoreThread().Cancel();
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}
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void AppCoreThread::Cancel(bool isBlocking)
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{
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if (GetSysExecutorThread().IsRunning() && !GetSysExecutorThread().Rpc_TryInvoke(_Cancel, L"AppCoreThread::Cancel"))
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_parent::Cancel(wxTimeSpan(0, 0, 4, 0));
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}
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void AppCoreThread::Reset()
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{
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if (!GetSysExecutorThread().IsSelf())
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{
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GetSysExecutorThread().PostEvent(SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::Reset));
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return;
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}
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_parent::Reset();
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}
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void AppCoreThread::ResetQuick()
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{
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if (!GetSysExecutorThread().IsSelf())
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{
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GetSysExecutorThread().PostEvent(SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::ResetQuick));
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return;
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}
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_parent::ResetQuick();
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}
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ExecutorThread& GetSysExecutorThread()
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{
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return wxGetApp().SysExecutorThread;
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}
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static void _Suspend()
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{
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GetCoreThread().Suspend(true);
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}
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void AppCoreThread::Suspend(bool isBlocking)
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{
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if (IsClosed())
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return;
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if (IsSelf())
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{
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// this should never fail...
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bool result = GetSysExecutorThread().Rpc_TryInvokeAsync(_Suspend, L"AppCoreThread::Suspend");
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pxAssert(result);
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}
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else if (!GetSysExecutorThread().Rpc_TryInvoke(_Suspend, L"AppCoreThread::Suspend"))
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_parent::Suspend(true);
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}
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void AppCoreThread::Resume()
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{
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if (!GetSysExecutorThread().IsSelf())
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{
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GetSysExecutorThread().PostEvent(SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::Resume));
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return;
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}
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_parent::Resume();
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}
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void AppCoreThread::ChangeCdvdSource()
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{
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if (!GetSysExecutorThread().IsSelf())
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{
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GetSysExecutorThread().PostEvent(new SysExecEvent_InvokeCoreThreadMethod(&AppCoreThread::ChangeCdvdSource));
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return;
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}
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CDVD_SourceType cdvdsrc(g_Conf->CdvdSource);
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if (cdvdsrc == CDVDsys_GetSourceType())
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return;
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// Fast change of the CDVD source only -- a Pause will suffice.
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ScopedCoreThreadPause paused_core;
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CDVDsys_ChangeSource(cdvdsrc);
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paused_core.AllowResume();
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// TODO: Add a listener for CDVDsource changes? Or should we bother?
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}
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void Pcsx2App::SysApplySettings()
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{
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if (AppRpc_TryInvoke(&Pcsx2App::SysApplySettings))
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return;
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CoreThread.ApplySettings(g_Conf->EmuOptions);
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const CDVD_SourceType cdvdsrc(g_Conf->CdvdSource);
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const std::string currentIso(StringUtil::wxStringToUTF8String(g_Conf->CurrentIso));
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const std::string currentDisc(StringUtil::wxStringToUTF8String(g_Conf->Folders.RunDisc));
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if (cdvdsrc != CDVDsys_GetSourceType() ||
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CDVDsys_GetFile(CDVD_SourceType::Iso) != currentIso ||
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CDVDsys_GetFile(CDVD_SourceType::Disc) != currentDisc)
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{
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CoreThread.ResetCdvd();
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}
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CDVDsys_SetFile(CDVD_SourceType::Iso, currentIso);
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CDVDsys_SetFile(CDVD_SourceType::Disc, currentDisc);
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}
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void AppCoreThread::OnResumeReady()
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{
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#ifndef DISABLE_RECORDING
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if (!g_InputRecordingControls.IsFrameAdvancing())
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{
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wxGetApp().SysApplySettings();
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wxGetApp().PostMethod(AppSaveSettings);
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}
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#else
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wxGetApp().SysApplySettings();
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wxGetApp().PostMethod(AppSaveSettings);
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#endif
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sApp.PostAppMethod(&Pcsx2App::leaveDebugMode);
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_parent::OnResumeReady();
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}
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void AppCoreThread::OnPause()
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{
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//sApp.PostAppMethod( &Pcsx2App::enterDebugMode );
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_parent::OnPause();
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}
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void AppCoreThread::OnPauseDebug()
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{
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sApp.PostAppMethod(&Pcsx2App::enterDebugMode);
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_parent::OnPause();
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}
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// Load Game Settings found in database
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// (game fixes, round modes, clamp modes, etc...)
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// Returns number of gamefixes set
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static int loadGameSettings(Pcsx2Config& dest, const GameDatabaseSchema::GameEntry& game)
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{
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if (!game.isValid)
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return 0;
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int gf = 0;
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if (game.eeRoundMode != GameDatabaseSchema::RoundMode::Undefined)
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{
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SSE_RoundMode eeRM = (SSE_RoundMode)enum_cast(game.eeRoundMode);
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if (EnumIsValid(eeRM))
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{
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PatchesCon->WriteLn(L"(GameDB) Changing EE/FPU roundmode to %d [%s]", eeRM, EnumToString(eeRM));
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dest.Cpu.sseMXCSR.SetRoundMode(eeRM);
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gf++;
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}
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}
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if (game.vuRoundMode != GameDatabaseSchema::RoundMode::Undefined)
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{
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SSE_RoundMode vuRM = (SSE_RoundMode)enum_cast(game.vuRoundMode);
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if (EnumIsValid(vuRM))
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{
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PatchesCon->WriteLn(L"(GameDB) Changing VU0/VU1 roundmode to %d [%s]", vuRM, EnumToString(vuRM));
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dest.Cpu.sseVUMXCSR.SetRoundMode(vuRM);
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gf++;
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}
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}
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if (game.eeClampMode != GameDatabaseSchema::ClampMode::Undefined)
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{
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int clampMode = enum_cast(game.eeClampMode);
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PatchesCon->WriteLn(L"(GameDB) Changing EE/FPU clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.fpuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.fpuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.fpuFullMode = (clampMode >= 3);
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gf++;
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}
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if (game.vuClampMode != GameDatabaseSchema::ClampMode::Undefined)
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{
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int clampMode = enum_cast(game.vuClampMode);
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PatchesCon->WriteLn("(GameDB) Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
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dest.Cpu.Recompiler.vuOverflow = (clampMode >= 1);
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dest.Cpu.Recompiler.vuExtraOverflow = (clampMode >= 2);
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dest.Cpu.Recompiler.vuSignOverflow = (clampMode >= 3);
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gf++;
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}
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// TODO - config - this could be simplified with maps instead of bitfields and enums
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for (SpeedhackId id = SpeedhackId_FIRST; id < pxEnumEnd; id++)
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{
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std::string key = fmt::format("{}SpeedHack", wxString(EnumToString(id)).ToUTF8());
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// Gamefixes are already guaranteed to be valid, any invalid ones are dropped
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if (game.speedHacks.count(key) == 1)
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{
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// Legacy note - speedhacks are setup in the GameDB as integer values, but
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// are effectively booleans like the gamefixes
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bool mode = game.speedHacks.at(key) ? 1 : 0;
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dest.Speedhacks.Set(id, mode);
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PatchesCon->WriteLn(fmt::format("(GameDB) Setting Speedhack '{}' to [mode={}]", key, (int)mode));
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gf++;
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}
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}
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// TODO - config - this could be simplified with maps instead of bitfields and enums
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for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; id++)
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{
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std::string key = fmt::format("{}Hack", wxString(EnumToString(id)).ToUTF8());
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// Gamefixes are already guaranteed to be valid, any invalid ones are dropped
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if (std::find(game.gameFixes.begin(), game.gameFixes.end(), key) != game.gameFixes.end())
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{
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// if the fix is present, it is said to be enabled
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dest.Gamefixes.Set(id, true);
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PatchesCon->WriteLn("(GameDB) Enabled Gamefix: " + key);
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gf++;
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// The LUT is only used for 1 game so we allocate it only when the gamefix is enabled (save 4MB)
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if (id == Fix_GoemonTlbMiss && true)
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vtlb_Alloc_Ppmap();
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}
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}
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return gf;
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}
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// Used to track the current game serial/id, and used to disable verbose logging of
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// applied patches if the game info hasn't changed. (avoids spam when suspending/resuming
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// or using TAB or other things), but gets verbose again when booting (even if the same game).
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// File scope since it gets reset externally when rebooting
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#define _UNKNOWN_GAME_KEY (L"_UNKNOWN_GAME_KEY")
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static wxString curGameKey = _UNKNOWN_GAME_KEY;
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void PatchesVerboseReset()
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{
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curGameKey = _UNKNOWN_GAME_KEY;
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}
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// PatchesCon points to either Console or ConsoleWriter_Null, such that if we're in Devel mode
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// or the user enabled the devel/verbose console it prints all patching info whenever it's applied,
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// else it prints the patching info only once - right after boot.
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const IConsoleWriter* PatchesCon = &Console;
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static void SetupPatchesCon(bool verbose)
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{
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bool devel = false;
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#ifdef PCSX2_DEVBUILD
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devel = true;
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#endif
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if (verbose || DevConWriterEnabled || devel)
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PatchesCon = &Console;
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else
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PatchesCon = &ConsoleWriter_Null;
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}
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// fixup = src + command line overrides + game overrides (according to elfCRC).
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// While at it, also [re]loads the relevant patches (but doesn't apply them),
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// updates the console title, and, for good measures, does some (static) sio stuff.
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// Oh, and updates curGameKey. I think that's it.
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// It doesn't require that the emulation is paused, and console writes/title should
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// be thread safe, but it's best if things don't move around much while it runs.
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static Threading::Mutex mtx__ApplySettings;
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static void _ApplySettings(const Pcsx2Config& src, Pcsx2Config& fixup)
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{
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Threading::ScopedLock lock(mtx__ApplySettings);
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// 'fixup' is the EmuConfig we're going to upload to the emulator, which very well may
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// differ from the user-configured EmuConfig settings. So we make a copy here and then
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// we apply the commandline overrides and database gamefixes, and then upload 'fixup'
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// to the global EmuConfig.
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//
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// Note: It's important that we apply the commandline overrides *before* database fixes.
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// The database takes precedence (if enabled).
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fixup.CopyConfig(src);
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const CommandlineOverrides& overrides(wxGetApp().Overrides);
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if (overrides.DisableSpeedhacks || !g_Conf->EnableSpeedHacks)
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fixup.Speedhacks.DisableAll();
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if (overrides.ApplyCustomGamefixes)
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{
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for (GamefixId id = GamefixId_FIRST; id < pxEnumEnd; ++id)
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fixup.Gamefixes.Set(id, overrides.Gamefixes.Get(id));
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}
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else if (!g_Conf->EnableGameFixes)
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fixup.Gamefixes.DisableAll();
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if (overrides.ProfilingMode)
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{
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fixup.GS.FrameLimitEnable = false;
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fixup.GS.VsyncEnable = VsyncMode::Off;
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}
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wxString gamePatch;
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wxString gameFixes;
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wxString gameCheats;
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wxString gameWsHacks;
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wxString gameCompat;
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wxString gameMemCardFilter;
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// The CRC can be known before the game actually starts (at the bios), so when
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// we have the CRC but we're still at the bios and the settings are changed
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// (e.g. the user presses TAB to speed up emulation), we don't want to apply the
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// settings as if the game is already running (title, loadeding patches, etc).
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bool ingame = (ElfCRC && (g_GameLoading || g_GameStarted));
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if (ingame)
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GameInfo::gameCRC.Printf(L"%8.8x", ElfCRC);
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else
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GameInfo::gameCRC = L""; // Needs to be reset when rebooting otherwise previously loaded patches may load
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if (ingame && !DiscSerial.IsEmpty())
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GameInfo::gameSerial = L" [" + DiscSerial + L"]";
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const wxString newGameKey(ingame ? SysGetDiscID() : SysGetBiosDiscID());
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const bool verbose(newGameKey != curGameKey && ingame);
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//Console.WriteLn(L"------> patches verbose: %d prev: '%s' new: '%s'", (int)verbose, WX_STR(curGameKey), WX_STR(newGameKey));
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SetupPatchesCon(verbose);
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curGameKey = newGameKey;
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ForgetLoadedPatches();
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if (!curGameKey.IsEmpty())
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{
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if (IGameDatabase* GameDB = AppHost_GetGameDatabase())
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{
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GameDatabaseSchema::GameEntry game = GameDB->findGame(std::string(curGameKey.ToUTF8()));
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if (game.isValid)
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{
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GameInfo::gameName = fromUTF8(game.name);
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GameInfo::gameName += L" (" + fromUTF8(game.region) + L")";
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gameCompat = L" [Status = " + compatToStringWX(game.compat) + L"]";
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gameMemCardFilter = fromUTF8(game.memcardFiltersAsString());
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}
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if (fixup.EnablePatches)
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{
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if (int patches = LoadPatchesFromGamesDB(GameInfo::gameCRC, game))
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{
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gamePatch.Printf(L" [%d Patches]", patches);
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PatchesCon->WriteLn(Color_Green, "(GameDB) Patches Loaded: %d", patches);
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}
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if (int fixes = loadGameSettings(fixup, game))
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gameFixes.Printf(L" [%d Fixes]", fixes);
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}
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}
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}
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if (!gameMemCardFilter.IsEmpty())
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sioSetGameSerial(gameMemCardFilter);
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else
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sioSetGameSerial(curGameKey);
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if (GameInfo::gameName.IsEmpty() && GameInfo::gameSerial.IsEmpty() && GameInfo::gameCRC.IsEmpty())
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{
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// if all these conditions are met, it should mean that we're currently running BIOS code.
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// Chances are the BiosChecksum value is still zero or out of date, however -- because
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// the BIos isn't loaded until after initial calls to ApplySettings.
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GameInfo::gameName = L"Booting PS2 BIOS... ";
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}
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//Till the end of this function, entry CRC will be 00000000
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if (!GameInfo::gameCRC.Length())
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{
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Console.WriteLn(Color_Gray, "Patches: No CRC found, using 00000000 instead.");
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GameInfo::gameCRC = L"00000000";
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}
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// regular cheat patches
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if (fixup.EnableCheats)
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gameCheats.Printf(L" [%d Cheats]", LoadPatchesFromDir(GameInfo::gameCRC, EmuFolders::Cheats, L"Cheats"));
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// wide screen patches
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if (fixup.EnableWideScreenPatches)
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{
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if (int numberLoadedWideScreenPatches = LoadPatchesFromDir(GameInfo::gameCRC, EmuFolders::CheatsWS, L"Widescreen hacks"))
|
|
{
|
|
gameWsHacks.Printf(L" [%d widescreen hacks]", numberLoadedWideScreenPatches);
|
|
Console.WriteLn(Color_Gray, "Found widescreen patches in the cheats_ws folder --> skipping cheats_ws.zip");
|
|
}
|
|
else
|
|
{
|
|
// No ws cheat files found at the cheats_ws folder, try the ws cheats zip file.
|
|
wxString cheats_ws_archive = Path::Combine(PathDefs::GetProgramDataDir(), wxFileName(L"cheats_ws.zip"));
|
|
int numberDbfCheatsLoaded = LoadPatchesFromZip(GameInfo::gameCRC, cheats_ws_archive);
|
|
PatchesCon->WriteLn(Color_Green, "(Wide Screen Cheats DB) Patches Loaded: %d", numberDbfCheatsLoaded);
|
|
gameWsHacks.Printf(L" [%d widescreen hacks]", numberDbfCheatsLoaded);
|
|
}
|
|
}
|
|
|
|
// When we're booting, the bios loader will set a a title which would be more interesting than this
|
|
// to most users - with region, version, etc, so don't overwrite it with patch info. That's OK. Those
|
|
// users which want to know the status of the patches at the bios can check the console content.
|
|
wxString consoleTitle = GameInfo::gameName + GameInfo::gameSerial;
|
|
consoleTitle += L" [" + GameInfo::gameCRC.MakeUpper() + L"]" + gameCompat + gameFixes + gamePatch + gameCheats + gameWsHacks;
|
|
if (ingame)
|
|
Console.SetTitle(consoleTitle);
|
|
|
|
gsUpdateFrequency(fixup);
|
|
}
|
|
|
|
// FIXME: This function is not for general consumption. Its only consumer (and
|
|
// the only place it's declared at) is i5900-32.cpp .
|
|
// It's here specifically to allow loading the patches synchronously (to the caller)
|
|
// when the recompiler detects the game's elf entry point, such that the patches
|
|
// are applied to the elf in memory before it's getting recompiled.
|
|
// TODO: Find a way to pause the recompiler once it detects the elf entry, then
|
|
// make AppCoreThread::ApplySettings run more normally, and then resume
|
|
// the recompiler.
|
|
// The key point is that the patches should be loaded exactly before the elf
|
|
// is recompiled. Loading them earlier might incorrectly patch the bios memory,
|
|
// and later might be too late since the code was already recompiled
|
|
void LoadAllPatchesAndStuff(const Pcsx2Config& cfg)
|
|
{
|
|
Pcsx2Config dummy;
|
|
PatchesVerboseReset();
|
|
_ApplySettings(cfg, dummy);
|
|
|
|
// And I'm hacking in updating the UI here too.
|
|
#ifdef USE_SAVESLOT_UI_UPDATES
|
|
UI_UpdateSysControls();
|
|
#endif
|
|
}
|
|
|
|
void AppCoreThread::ApplySettings(const Pcsx2Config& src)
|
|
{
|
|
// Re-entry guard protects against cases where code wants to manually set core settings
|
|
// which are not part of g_Conf. The subsequent call to apply g_Conf settings (which is
|
|
// usually the desired behavior) will be ignored.
|
|
Pcsx2Config fixup;
|
|
_ApplySettings(src, fixup);
|
|
|
|
static int localc = 0;
|
|
RecursionGuard guard(localc);
|
|
if (guard.IsReentrant())
|
|
return;
|
|
if (fixup == EmuConfig)
|
|
return;
|
|
|
|
if (m_ExecMode >= ExecMode_Opened && !IsSelf())
|
|
{
|
|
ScopedCoreThreadPause paused_core;
|
|
_parent::ApplySettings(fixup);
|
|
paused_core.AllowResume();
|
|
}
|
|
else
|
|
{
|
|
_parent::ApplySettings(fixup);
|
|
}
|
|
|
|
if (m_ExecMode >= ExecMode_Paused)
|
|
GSsetVsync(EmuConfig.GS.GetVsync());
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// AppCoreThread *Worker* Implementations
|
|
// (Called from the context of this thread only)
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
void AppCoreThread::DoCpuReset()
|
|
{
|
|
PostCoreStatus(CoreThread_Reset);
|
|
_parent::DoCpuReset();
|
|
}
|
|
|
|
void AppCoreThread::OnResumeInThread(SystemsMask systemsToReinstate)
|
|
{
|
|
if (m_resetCdvd)
|
|
{
|
|
CDVDsys_ChangeSource(g_Conf->CdvdSource);
|
|
DoCDVDopen();
|
|
cdvdCtrlTrayOpen();
|
|
m_resetCdvd = false;
|
|
}
|
|
else if (systemsToReinstate & System_CDVD)
|
|
DoCDVDopen();
|
|
|
|
_parent::OnResumeInThread(systemsToReinstate);
|
|
PostCoreStatus(CoreThread_Resumed);
|
|
}
|
|
|
|
void AppCoreThread::OnSuspendInThread()
|
|
{
|
|
_parent::OnSuspendInThread();
|
|
PostCoreStatus(CoreThread_Suspended);
|
|
}
|
|
|
|
// Called whenever the thread has terminated, for either regular or irregular reasons.
|
|
// Typically the thread handles all its own errors, so there's no need to have error
|
|
// handling here. However it's a good idea to update the status of the GUI to reflect
|
|
// the new (lack of) thread status, so this posts a message to the App to do so.
|
|
void AppCoreThread::OnCleanupInThread()
|
|
{
|
|
m_ExecMode = ExecMode_Closing;
|
|
PostCoreStatus(CoreThread_Stopped);
|
|
_parent::OnCleanupInThread();
|
|
}
|
|
|
|
void AppCoreThread::VsyncInThread()
|
|
{
|
|
wxGetApp().LogicalVsync();
|
|
_parent::VsyncInThread();
|
|
}
|
|
|
|
void AppCoreThread::GameStartingInThread()
|
|
{
|
|
// Simulate a Close/Resume, so that settings get re-applied and the database
|
|
// lookups and other game-based detections are done.
|
|
|
|
m_ExecMode = ExecMode_Paused;
|
|
OnResumeReady();
|
|
_reset_stuff_as_needed();
|
|
ClearMcdEjectTimeoutNow(); // probably safe to do this when a game boots, eliminates annoying prompts
|
|
m_ExecMode = ExecMode_Opened;
|
|
|
|
_parent::GameStartingInThread();
|
|
}
|
|
|
|
bool AppCoreThread::StateCheckInThread()
|
|
{
|
|
return _parent::StateCheckInThread();
|
|
}
|
|
|
|
static uint m_except_threshold = 0;
|
|
|
|
void AppCoreThread::ExecuteTaskInThread()
|
|
{
|
|
PostCoreStatus(CoreThread_Started);
|
|
m_except_threshold = 0;
|
|
_parent::ExecuteTaskInThread();
|
|
}
|
|
|
|
void AppCoreThread::DoCpuExecute()
|
|
{
|
|
try
|
|
{
|
|
_parent::DoCpuExecute();
|
|
}
|
|
catch (BaseR5900Exception& ex)
|
|
{
|
|
Console.Error(ex.FormatMessage());
|
|
|
|
// [TODO] : Debugger Hook!
|
|
|
|
if (++m_except_threshold > 6)
|
|
{
|
|
// If too many TLB Misses occur, we're probably going to crash and
|
|
// the game is probably running miserably.
|
|
|
|
m_except_threshold = 0;
|
|
//Suspend();
|
|
|
|
// [TODO] Issue error dialog to the user here...
|
|
Console.Error("Too many execution errors. VM execution has been suspended!");
|
|
|
|
// Hack: this keeps the EE thread from running more code while the SysExecutor
|
|
// thread catches up and signals it for suspension.
|
|
m_ExecMode = ExecMode_Closing;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// BaseSysExecEvent_ScopedCore / SysExecEvent_CoreThreadClose / SysExecEvent_CoreThreadPause
|
|
// --------------------------------------------------------------------------------------
|
|
void BaseSysExecEvent_ScopedCore::_post_and_wait(IScopedCoreThread& core)
|
|
{
|
|
DoScopedTask();
|
|
|
|
ScopedLock lock(m_mtx_resume);
|
|
PostResult();
|
|
|
|
if (m_resume)
|
|
{
|
|
// If the sender of the message requests a non-blocking resume, then we need
|
|
// to deallocate the m_sync object, since the sender will likely leave scope and
|
|
// invalidate it.
|
|
switch (m_resume->WaitForResult())
|
|
{
|
|
case ScopedCore_BlockingResume:
|
|
if (m_sync)
|
|
m_sync->ClearResult();
|
|
core.AllowResume();
|
|
break;
|
|
|
|
case ScopedCore_NonblockingResume:
|
|
m_sync = NULL;
|
|
core.AllowResume();
|
|
break;
|
|
|
|
case ScopedCore_SkipResume:
|
|
m_sync = NULL;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SysExecEvent_CoreThreadClose::InvokeEvent()
|
|
{
|
|
ScopedCoreThreadClose closed_core;
|
|
_post_and_wait(closed_core);
|
|
closed_core.AllowResume();
|
|
}
|
|
|
|
|
|
void SysExecEvent_CoreThreadPause::InvokeEvent()
|
|
{
|
|
ScopedCoreThreadPause paused_core(m_systemsToTearDown);
|
|
_post_and_wait(paused_core);
|
|
paused_core.AllowResume();
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// ScopedCoreThreadClose / ScopedCoreThreadPause
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
static DeclareTls(bool) ScopedCore_IsPaused = false;
|
|
static DeclareTls(bool) ScopedCore_IsFullyClosed = false;
|
|
|
|
BaseScopedCoreThread::BaseScopedCoreThread()
|
|
{
|
|
//AffinityAssert_AllowFrom_MainUI();
|
|
|
|
m_allowResume = false;
|
|
m_alreadyStopped = false;
|
|
m_alreadyScoped = false;
|
|
}
|
|
|
|
BaseScopedCoreThread::~BaseScopedCoreThread() = default;
|
|
|
|
// Allows the object to resume execution upon object destruction. Typically called as the last thing
|
|
// in the object's scope. Any code prior to this call that causes exceptions will not resume the emulator,
|
|
// which is *typically* the intended behavior when errors occur.
|
|
void BaseScopedCoreThread::AllowResume()
|
|
{
|
|
m_allowResume = true;
|
|
}
|
|
|
|
void BaseScopedCoreThread::DisallowResume()
|
|
{
|
|
m_allowResume = false;
|
|
}
|
|
|
|
void BaseScopedCoreThread::DoResume()
|
|
{
|
|
if (m_alreadyStopped)
|
|
return;
|
|
if (!GetSysExecutorThread().IsSelf())
|
|
{
|
|
//DbgCon.WriteLn("(ScopedCoreThreadPause) Threaded Scope Created!");
|
|
m_sync_resume.PostResult(m_allowResume ? ScopedCore_NonblockingResume : ScopedCore_SkipResume);
|
|
m_mtx_resume.Wait();
|
|
}
|
|
else
|
|
CoreThread.Resume();
|
|
}
|
|
|
|
// Returns TRUE if the event is posted to the SysExecutor.
|
|
// Returns FALSE if the thread *is* the SysExecutor (no message is posted, calling code should
|
|
// handle the code directly).
|
|
bool BaseScopedCoreThread::PostToSysExec(std::unique_ptr<BaseSysExecEvent_ScopedCore> msg)
|
|
{
|
|
if (!msg || GetSysExecutorThread().IsSelf())
|
|
return false;
|
|
|
|
msg->SetSyncState(m_sync);
|
|
msg->SetResumeStates(m_sync_resume, m_mtx_resume);
|
|
|
|
GetSysExecutorThread().PostEvent(msg.release());
|
|
m_sync.WaitForResult();
|
|
m_sync.RethrowException();
|
|
|
|
return true;
|
|
}
|
|
|
|
ScopedCoreThreadClose::ScopedCoreThreadClose()
|
|
{
|
|
if (ScopedCore_IsFullyClosed)
|
|
{
|
|
// tracks if we're already in scope or not.
|
|
m_alreadyScoped = true;
|
|
return;
|
|
}
|
|
|
|
if (!PostToSysExec(std::make_unique<SysExecEvent_CoreThreadClose>()))
|
|
{
|
|
m_alreadyStopped = CoreThread.IsClosed();
|
|
if (!m_alreadyStopped)
|
|
CoreThread.Suspend();
|
|
}
|
|
|
|
ScopedCore_IsFullyClosed = true;
|
|
}
|
|
|
|
ScopedCoreThreadClose::~ScopedCoreThreadClose()
|
|
{
|
|
if (m_alreadyScoped)
|
|
return;
|
|
try
|
|
{
|
|
_parent::DoResume();
|
|
ScopedCore_IsFullyClosed = false;
|
|
}
|
|
DESTRUCTOR_CATCHALL
|
|
}
|
|
|
|
ScopedCoreThreadPause::ScopedCoreThreadPause(SystemsMask systemsToTearDown)
|
|
{
|
|
if (ScopedCore_IsFullyClosed || ScopedCore_IsPaused)
|
|
{
|
|
// tracks if we're already in scope or not.
|
|
m_alreadyScoped = true;
|
|
return;
|
|
}
|
|
|
|
if (!PostToSysExec(std::make_unique<SysExecEvent_CoreThreadPause>(systemsToTearDown)))
|
|
{
|
|
m_alreadyStopped = CoreThread.IsPaused();
|
|
if (!m_alreadyStopped)
|
|
CoreThread.Pause(systemsToTearDown);
|
|
}
|
|
|
|
ScopedCore_IsPaused = true;
|
|
}
|
|
|
|
ScopedCoreThreadPause::~ScopedCoreThreadPause()
|
|
{
|
|
if (m_alreadyScoped)
|
|
return;
|
|
try
|
|
{
|
|
_parent::DoResume();
|
|
ScopedCore_IsPaused = false;
|
|
}
|
|
DESTRUCTOR_CATCHALL
|
|
}
|
|
|
|
ScopedCoreThreadPopup::ScopedCoreThreadPopup()
|
|
: m_scoped_core(std::unique_ptr<BaseScopedCoreThread>(new ScopedCoreThreadPause()))
|
|
{
|
|
};
|
|
|
|
void ScopedCoreThreadPopup::AllowResume()
|
|
{
|
|
if (m_scoped_core)
|
|
m_scoped_core->AllowResume();
|
|
}
|
|
|
|
void ScopedCoreThreadPopup::DisallowResume()
|
|
{
|
|
if (m_scoped_core)
|
|
m_scoped_core->DisallowResume();
|
|
}
|