mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-12 02:44:00 +00:00
086294b495
This way we don't need to use wait_for(), much better. Also because there are slightly more correct cond vars on win32.
367 lines
8.6 KiB
C++
367 lines
8.6 KiB
C++
// Copyright (C) 2012 PPSSPP Project
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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#endif
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#include "native/thread/thread.h"
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#include "native/thread/threadutil.h"
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#include "native/base/mutex.h"
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#include "util/text/utf8.h"
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#include "Core/MemMap.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/JitCommon/JitCommon.h"
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#include "Core/System.h"
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#include "Core/PSPMixer.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/Loaders.h"
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#include "Core/PSPLoaders.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/SaveState.h"
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#include "Common/LogManager.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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enum CPUThreadState {
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CPU_THREAD_NOT_RUNNING,
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CPU_THREAD_PENDING,
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CPU_THREAD_STARTING,
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CPU_THREAD_RUNNING,
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CPU_THREAD_SHUTDOWN,
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CPU_THREAD_EXECUTE,
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};
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MetaFileSystem pspFileSystem;
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ParamSFOData g_paramSFO;
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GlobalUIState globalUIState;
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static CoreParameter coreParameter;
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static PSPMixer *mixer;
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static std::thread *cpuThread = NULL;
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static recursive_mutex cpuThreadLock;
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static condition_variable cpuThreadCond;
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static u64 cpuThreadUntil;
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// This can be read and written from ANYWHERE.
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volatile CoreState coreState = CORE_STEPPING;
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// Note: intentionally not used for CORE_NEXTFRAME.
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volatile bool coreStatePending = false;
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static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
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bool IsAudioInitialised() {
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return mixer != NULL;
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}
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void Audio_Init() {
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if(mixer == NULL) {
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mixer = new PSPMixer();
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host->InitSound(mixer);
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}
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}
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bool IsOnSeparateCPUThread() {
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if (cpuThread != NULL) {
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return cpuThread->get_id() == std::this_thread::get_id();
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} else {
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return false;
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}
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}
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bool CPU_NextState(CPUThreadState from, CPUThreadState to) {
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if (cpuThreadState == from) {
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cpuThreadState = to;
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cpuThreadCond.notify_one();
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return true;
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} else {
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return false;
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}
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}
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void CPU_SetState(CPUThreadState to) {
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cpuThreadState = to;
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cpuThreadCond.notify_one();
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}
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bool CPU_IsReady() {
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return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_IsShutdown() {
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return cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_HasPendingAction() {
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return cpuThreadState != CPU_THREAD_RUNNING;
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}
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void CPU_WaitStatus(bool (*pred)()) {
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cpuThreadLock.lock();
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while (!pred())
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cpuThreadCond.wait(cpuThreadLock);
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cpuThreadLock.unlock();
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}
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void CPU_Shutdown();
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void CPU_Init() {
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currentCPU = &mipsr4k;
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numCPUs = 1;
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// Default memory settings
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// Seems to be the safest place currently..
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Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
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g_RemasterMode = false;
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g_DoubleTextureCoordinates = false;
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std::string filename = coreParameter.fileToStart;
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IdentifiedFileType type = Identify_File(filename);
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switch (type) {
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case FILETYPE_PSP_ISO:
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case FILETYPE_PSP_ISO_NP:
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case FILETYPE_PSP_DISC_DIRECTORY:
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InitMemoryForGameISO(filename);
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break;
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default:
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break;
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}
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Memory::Init();
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mipsr4k.Reset();
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mipsr4k.pc = 0;
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host->AttemptLoadSymbolMap();
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if (coreParameter.enableSound) {
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Audio_Init();
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}
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if (coreParameter.disableG3Dlog) {
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LogManager::GetInstance()->SetEnable(LogTypes::G3D, false);
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}
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CoreTiming::Init();
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// Init all the HLE modules
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HLEInit();
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// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
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// Why did we check for CORE_POWERDOWN here?
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if (!LoadFile(filename, &coreParameter.errorString)) {
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CPU_Shutdown();
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coreParameter.fileToStart = "";
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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return;
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}
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if (coreParameter.updateRecent) {
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g_Config.AddRecent(filename);
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}
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coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
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}
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void CPU_Shutdown() {
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if (g_Config.bAutoSaveSymbolMap) {
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host->SaveSymbolMap();
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}
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CoreTiming::Shutdown();
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__KernelShutdown();
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HLEShutdown();
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if (coreParameter.enableSound) {
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host->ShutdownSound();
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mixer = 0; // deleted in ShutdownSound
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}
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pspFileSystem.Shutdown();
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Memory::Shutdown();
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currentCPU = 0;
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}
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void CPU_RunLoop() {
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setCurrentThreadName("CPUThread");
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if (!CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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return;
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}
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CPU_Init();
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CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);
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while (cpuThreadState != CPU_THREAD_SHUTDOWN)
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{
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CPU_WaitStatus(&CPU_HasPendingAction);
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switch (cpuThreadState) {
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case CPU_THREAD_EXECUTE:
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mipsr4k.RunLoopUntil(cpuThreadUntil);
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gpu->FinishEventLoop();
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CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
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break;
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// These are fine, just keep looping.
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case CPU_THREAD_RUNNING:
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case CPU_THREAD_SHUTDOWN:
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break;
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default:
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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// Begin shutdown, otherwise we'd just spin on this bad state.
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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break;
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}
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}
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if (coreState != CORE_ERROR) {
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coreState = CORE_POWERDOWN;
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}
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CPU_Shutdown();
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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}
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void Core_UpdateState(CoreState newState) {
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if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
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coreStatePending = true;
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coreState = newState;
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Core_UpdateSingleStep();
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}
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void System_Wake() {
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if (gpu) {
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gpu->FinishEventLoop();
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}
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}
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bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
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INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
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coreParameter = coreParam;
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coreParameter.errorString = "";
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if (g_Config.bSeparateCPUThread) {
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Core_ListenShutdown(System_Wake);
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CPU_SetState(CPU_THREAD_PENDING);
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cpuThread = new std::thread(&CPU_RunLoop);
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CPU_WaitStatus(&CPU_IsReady);
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} else {
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CPU_Init();
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}
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bool success = coreParameter.fileToStart != "";
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*error_string = coreParameter.errorString;
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if (success) {
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success = GPU_Init();
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if (!success) {
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PSP_Shutdown();
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*error_string = "Unable to initialize rendering engine.";
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}
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}
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return success;
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}
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bool PSP_IsInited() {
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return currentCPU != 0;
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}
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void PSP_Shutdown() {
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if (coreState == CORE_RUNNING)
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Core_UpdateState(CORE_ERROR);
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Core_NotifyShutdown();
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if (cpuThread != NULL) {
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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CPU_WaitStatus(&CPU_IsShutdown);
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delete cpuThread;
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cpuThread = 0;
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} else {
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CPU_Shutdown();
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}
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GPU_Shutdown();
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host->SetWindowTitle(0);
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}
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void PSP_RunLoopUntil(u64 globalticks) {
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SaveState::Process();
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if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
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return;
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}
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if (cpuThread != NULL) {
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cpuThreadUntil = globalticks;
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if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
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// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
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// TODO: Something smarter? Or force CPU to bail periodically?
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while (!CPU_IsReady()) {
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gpu->RunEventsUntil(CoreTiming::GetTicks() + msToCycles(100));
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}
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} else {
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ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState);
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}
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} else {
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mipsr4k.RunLoopUntil(globalticks);
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}
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}
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void PSP_RunLoopFor(int cycles) {
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PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
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}
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CoreParameter &PSP_CoreParameter() {
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return coreParameter;
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}
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void GetSysDirectories(std::string &memstickpath, std::string &flash0path) {
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#ifdef _WIN32
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wchar_t path_buffer[_MAX_PATH];
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char drive[_MAX_DRIVE] ,dir[_MAX_DIR], file[_MAX_FNAME], ext[_MAX_EXT];
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char memstickpath_buf[_MAX_PATH];
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char flash0path_buf[_MAX_PATH];
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GetModuleFileName(NULL, path_buffer, sizeof(path_buffer));
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std::string path = ConvertWStringToUTF8(path_buffer);
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_splitpath_s(path.c_str(), drive, dir, file, ext );
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// Mount a couple of filesystems
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sprintf(memstickpath_buf, "%s%smemstick\\", drive, dir);
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sprintf(flash0path_buf, "%s%sflash0\\", drive, dir);
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memstickpath = memstickpath_buf;
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flash0path = flash0path_buf;
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#else
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// TODO
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memstickpath = g_Config.memCardDirectory;
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flash0path = g_Config.flashDirectory;
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#endif
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}
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