// 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/. #include "base/NativeApp.h" #include "base/display.h" #include "base/mutex.h" #include "base/timeutil.h" #include "input/input_state.h" #include "Globals.h" #include "Core/Core.h" #include "Core/Config.h" #include "Core/MemMap.h" #include "Core/SaveState.h" #include "Core/System.h" #include "Core/MIPS/MIPS.h" #ifdef _WIN32 #include "Windows/OpenGLBase.h" #include "Windows/InputDevice.h" #endif #include "Host.h" #include "Core/Debugger/Breakpoints.h" static event m_hStepEvent; static recursive_mutex m_hStepMutex; static event m_hInactiveEvent; static recursive_mutex m_hInactiveMutex; static bool singleStepPending = false; #ifdef _WIN32 InputState input_state; #else extern InputState input_state; #endif void Core_ErrorPause() { Core_UpdateState(CORE_ERROR); } void Core_Halt(const char *msg) { Core_EnableStepping(true); ERROR_LOG(CPU, "CPU HALTED : %s",msg); _dbg_update_(); } void Core_Stop() { Core_UpdateState(CORE_POWERDOWN); m_hStepEvent.notify_one(); } bool Core_IsStepping() { return coreState == CORE_STEPPING || coreState == CORE_POWERDOWN; } bool Core_IsActive() { return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending; } bool Core_IsInactive() { return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending; } void Core_WaitInactive() { while (Core_IsActive()) m_hInactiveEvent.wait(m_hInactiveMutex); } void Core_WaitInactive(int milliseconds) { if (Core_IsActive()) m_hInactiveEvent.wait_for(m_hInactiveMutex, milliseconds); } void UpdateScreenScale() { dp_xres = PSP_CoreParameter().pixelWidth; dp_yres = PSP_CoreParameter().pixelHeight; pixel_xres = PSP_CoreParameter().pixelWidth; pixel_yres = PSP_CoreParameter().pixelHeight; g_dpi = 72; g_dpi_scale = 1.0f; #ifdef _WIN32 if (pixel_xres < 480 + 80) { dp_xres *= 2; dp_yres *= 2; g_dpi_scale = 2.0f; } else #endif pixel_in_dps = (float)pixel_xres / dp_xres; } void Core_RunLoop() { while (!coreState) { time_update(); double startTime = time_now_d(); UpdateScreenScale(); { { #ifdef _WIN32 lock_guard guard(input_state.lock); input_state.pad_buttons = 0; input_state.pad_lstick_x = 0; input_state.pad_lstick_y = 0; input_state.pad_rstick_x = 0; input_state.pad_rstick_y = 0; host->PollControllers(input_state); UpdateInputState(&input_state); #endif } NativeUpdate(input_state); EndInputState(&input_state); } NativeRender(); time_update(); // Simple throttling to not burn the GPU in the menu. #ifdef _WIN32 if (globalUIState != UISTATE_INGAME) { double diffTime = time_now_d() - startTime; int sleepTime = (int) (1000000.0 / 60.0) - (int) (diffTime * 1000000.0); if (sleepTime > 0) Sleep(sleepTime / 1000); GL_SwapBuffers(); } else if (!Core_IsStepping()) { GL_SwapBuffers(); } #endif } } void Core_DoSingleStep() { singleStepPending = true; m_hStepEvent.notify_one(); } void Core_UpdateSingleStep() { m_hStepEvent.notify_one(); } void Core_SingleStep() { currentMIPS->SingleStep(); } // Some platforms, like Android, do not call this function but handle things on their own. void Core_Run() { #if defined(_DEBUG) host->UpdateDisassembly(); #endif #if !defined(USING_QT_UI) || defined(USING_GLES2) while (true) #endif { reswitch: switch (coreState) { case CORE_RUNNING: // enter a fast runloop Core_RunLoop(); break; // We should never get here on Android. case CORE_STEPPING: singleStepPending = false; if (coreStatePending) { coreStatePending = false; m_hInactiveEvent.notify_one(); } // Check if there's any pending savestate actions. SaveState::Process(); if (coreState == CORE_POWERDOWN) { return; } // wait for step command.. #if defined(USING_QT_UI) || defined(_DEBUG) host->UpdateDisassembly(); host->UpdateMemView(); host->SendCoreWait(true); #endif m_hStepEvent.wait(m_hStepMutex); #if defined(USING_QT_UI) || defined(_DEBUG) host->SendCoreWait(false); #endif #if defined(USING_QT_UI) && !defined(USING_GLES2) if (coreState != CORE_STEPPING) return; #endif // No step pending? Let's go back to the wait. if (!singleStepPending || coreState != CORE_STEPPING) { if (coreState == CORE_POWERDOWN) { return; } goto reswitch; } currentCPU = &mipsr4k; Core_SingleStep(); // update disasm dialog #if defined(USING_QT_UI) || defined(_DEBUG) host->UpdateDisassembly(); host->UpdateMemView(); #endif break; case CORE_POWERDOWN: case CORE_ERROR: // Exit loop!! if (coreStatePending) { coreStatePending = false; m_hInactiveEvent.notify_one(); } return; case CORE_NEXTFRAME: return; } } } void Core_EnableStepping(bool step) { if (step) { sleep_ms(1); #if defined(_DEBUG) host->SetDebugMode(true); #endif m_hStepEvent.reset(); Core_UpdateState(CORE_STEPPING); } else { #if defined(_DEBUG) host->SetDebugMode(false); #endif coreState = CORE_RUNNING; coreStatePending = false; m_hStepEvent.notify_one(); } }