ppsspp/Windows/EmuThread.cpp

96 lines
2.3 KiB
C++

// NOTE: Apologies for the quality of this code, this is really from pre-opensource Dolphin - that is, 2003.
#include "base/display.h"
#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "Log.h"
#include "StringUtil.h"
#include "../Globals.h"
#include "EmuThread.h"
#include "../Core/Reporting.h"
#include "../Core/MemMap.h"
#include "../Core/Core.h"
#include "../Core/Host.h"
#include "../Core/System.h"
#include "../Core/Config.h"
#include "thread/threadutil.h"
#include <tchar.h>
#include <process.h>
static HANDLE emuThread;
HANDLE EmuThread_GetThreadHandle()
{
return emuThread;
}
DWORD TheThread(LPVOID x);
void EmuThread_Start()
{
unsigned int i;
emuThread = (HANDLE)_beginthreadex(0,0,(unsigned int (__stdcall *)(void *))TheThread,(LPVOID)0,0,&i);
}
void EmuThread_Stop()
{
// DSound_UpdateSound();
Core_Stop();
if (WAIT_TIMEOUT == WaitForSingleObject(EmuThread_GetThreadHandle(),300))
{
//MessageBox(0,"Wait for emuthread timed out, please alert the developer to possible deadlock or infinite loop in emuthread :(.",0,0);
}
host->UpdateUI();
}
DWORD TheThread(LPVOID x) {
setCurrentThreadName("EmuThread");
std::string memstick, flash0;
GetSysDirectories(memstick, flash0);
// Native overwrites host. Can't allow that.
Host *oldHost = host;
UpdateScreenScale();
NativeInit(__argc, (const char **)__argv, memstick.c_str(), memstick.c_str(), "1234");
Host *nativeHost = host;
host = oldHost;
host->UpdateUI();
std::string error_string;
if (!host->InitGL(&error_string)) {
Reporting::ReportMessage("OpenGL init error: %s", error_string.c_str());
std::string full_error = StringFromFormat( "Failed initializing OpenGL. Try upgrading your graphics drivers.\n\nError message:\n\n%s", error_string.c_str());
MessageBoxA(0, full_error.c_str(), "OpenGL Error", MB_OK | MB_ICONERROR);
ERROR_LOG(BOOT, full_error.c_str());
goto shutdown;
}
NativeInitGraphics();
INFO_LOG(BOOT, "Done.");
_dbg_update_();
Core_EnableStepping(FALSE);
Core_Run();
shutdown:
host = nativeHost;
NativeShutdownGraphics();
NativeShutdown();
host = oldHost;
host->ShutdownGL();
//The CPU should return when a game is stopped and cleanup should be done here,
//so we can restart the plugins (or load new ones) for the next game
_endthreadex(0);
return 0;
}