ppsspp/Core/Core.cpp
Unknown W. Brackets 418d6c1e83 Reset the game when loading a state fails.
This way it doesn't crash.
2013-09-14 21:19:10 -07:00

276 lines
5.7 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/.
#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();
}
}