Exemple #1
0
void CPU_RunLoop() {
	setCurrentThreadName("CPU");
	FPU_SetFastMode();

	if (CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
		CPU_Init();
		CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);
	} else if (!CPU_NextState(CPU_THREAD_RESUME, CPU_THREAD_RUNNING)) {
		ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
		return;
	}

	while (cpuThreadState != CPU_THREAD_SHUTDOWN)
	{
		CPU_WaitStatus(cpuThreadCond, &CPU_HasPendingAction);
		switch (cpuThreadState) {
		case CPU_THREAD_EXECUTE:
			mipsr4k.RunLoopUntil(cpuThreadUntil);
			gpu->FinishEventLoop();
			CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
			break;

		// These are fine, just keep looping.
		case CPU_THREAD_RUNNING:
		case CPU_THREAD_SHUTDOWN:
			break;

		case CPU_THREAD_QUIT:
			// Just leave the thread, CPU is switching off thread.
			CPU_SetState(CPU_THREAD_NOT_RUNNING);
			return;

		default:
			ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
			// Begin shutdown, otherwise we'd just spin on this bad state.
			CPU_SetState(CPU_THREAD_SHUTDOWN);
			break;
		}
	}

	if (coreState != CORE_ERROR) {
		coreState = CORE_POWERDOWN;
	}

	// Let's make sure the gpu has already cleaned up before we start freeing memory.
	if (gpu) {
		gpu->FinishEventLoop();
		gpu->SyncThread(true);
	}

	CPU_Shutdown();
	CPU_SetState(CPU_THREAD_NOT_RUNNING);
}
Exemple #2
0
void PSP_RunLoopUntil(u64 globalticks) {
	SaveState::Process();
	if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
		return;
	}

	// Switch the CPU thread on or off, as the case may be.
	bool useCPUThread = g_Config.bSeparateCPUThread;
	if (useCPUThread && cpuThread == nullptr) {
		// Need to start the cpu thread.
		Core_ListenShutdown(System_Wake);
		CPU_SetState(CPU_THREAD_RESUME);
		cpuThread = new std::thread(&CPU_RunLoop);
		cpuThreadID = cpuThread->get_id();
		cpuThread->detach();
		if (gpu) {
			gpu->SetThreadEnabled(true);
		}
		CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
	} else if (!useCPUThread && cpuThread != nullptr) {
		CPU_SetState(CPU_THREAD_QUIT);
		CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown);
		delete cpuThread;
		cpuThread = nullptr;
		cpuThreadID = std::thread::id();
		if (gpu) {
			gpu->SetThreadEnabled(false);
		}
	}

	if (cpuThread != nullptr) {
		// Tell the gpu a new frame is about to begin, before we start the CPU.
		gpu->SyncBeginFrame();

		cpuThreadUntil = globalticks;
		if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
			// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
			// TODO: Something smarter?  Or force CPU to bail periodically?
			while (!CPU_IsReady()) {
				gpu->RunEventsUntil(CoreTiming::GetTicks() + msToCycles(1000));
				if (coreState != CORE_RUNNING) {
					CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
				}
			}
		} else {
			ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState);
		}
	} else {
		mipsr4k.RunLoopUntil(globalticks);
	}

	gpu->CleanupBeforeUI();
}
Exemple #3
0
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
	INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);

	coreParameter = coreParam;
	coreParameter.errorString = "";

	if (g_Config.bSeparateCPUThread) {
		Core_ListenShutdown(System_Wake);
		CPU_SetState(CPU_THREAD_PENDING);
		cpuThread = new std::thread(&CPU_RunLoop);
		cpuThread->detach();
		CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
	} else {
		CPU_Init();
	}

	bool success = coreParameter.fileToStart != "";
	*error_string = coreParameter.errorString;
	if (success) {
		success = GPU_Init();
		if (!success) {
			PSP_Shutdown();
			*error_string = "Unable to initialize rendering engine.";
		}
	}
	return success;
}
Exemple #4
0
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
	if (pspIsIniting) {
		return false;
	}

#if defined(_WIN32) && defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
	INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
	coreParameter = coreParam;
	coreParameter.errorString = "";
	pspIsIniting = true;

	if (g_Config.bSeparateCPUThread) {
		Core_ListenShutdown(System_Wake);
		CPU_SetState(CPU_THREAD_PENDING);
		cpuThread = new std::thread(&CPU_RunLoop);
		cpuThread->detach();
	} else {
		CPU_Init();
	}

	*error_string = coreParameter.errorString;
	return coreParameter.fileToStart != "";
}
Exemple #5
0
void CPU_Init() {
	coreState = CORE_POWERUP;
	currentCPU = &mipsr4k;
	numCPUs = 1;

	// Default memory settings
	// Seems to be the safest place currently..
	if (g_Config.iPSPModel == PSP_MODEL_FAT)
		Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
	else
		Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE;

	g_RemasterMode = false;
	g_DoubleTextureCoordinates = false;
	Memory::g_PSPModel = g_Config.iPSPModel;

	std::string filename = coreParameter.fileToStart;
	IdentifiedFileType type = Identify_File(filename);

	switch (type) {
	case FILETYPE_PSP_ISO:
	case FILETYPE_PSP_ISO_NP:
	case FILETYPE_PSP_DISC_DIRECTORY:
		InitMemoryForGameISO(filename);
		break;
	default:
		break;
	}

	Memory::Init();
	mipsr4k.Reset();

	host->AttemptLoadSymbolMap();

	if (coreParameter.enableSound) {
		Audio_Init();
	}

	CoreTiming::Init();

	// Init all the HLE modules
	HLEInit();

	// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly

	// Why did we check for CORE_POWERDOWN here?
	if (!LoadFile(filename, &coreParameter.errorString)) {
		CPU_Shutdown();
		coreParameter.fileToStart = "";
		CPU_SetState(CPU_THREAD_NOT_RUNNING);
		return;
	}


	if (coreParameter.updateRecent) {
		g_Config.AddRecent(filename);
	}

	coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
}
Exemple #6
0
void CPU_Init() {
	currentCPU = &mipsr4k;
	numCPUs = 1;

	// Default memory settings
	// Seems to be the safest place currently..
	Memory::g_MemorySize = 0x2000000; // 32 MB of ram by default
	g_RemasterMode = false;
	g_DoubleTextureCoordinates = false;

	std::string filename = coreParameter.fileToStart;
	IdentifiedFileType type = Identify_File(filename);

	switch (type) {
	case FILETYPE_PSP_ISO:
	case FILETYPE_PSP_ISO_NP:
	case FILETYPE_PSP_DISC_DIRECTORY:
		InitMemoryForGameISO(filename);
		break;
	default:
		break;
	}

	Memory::Init();
	mipsr4k.Reset();
	mipsr4k.pc = 0;

	host->AttemptLoadSymbolMap();

	if (coreParameter.enableSound) {
		mixer = new PSPMixer();
		host->InitSound(mixer);
	}

	if (coreParameter.disableG3Dlog) {
		LogManager::GetInstance()->SetEnable(LogTypes::G3D, false);
	}

	CoreTiming::Init();

	// Init all the HLE modules
	HLEInit();

	// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly

	// Why did we check for CORE_POWERDOWN here?
	if (!LoadFile(filename, &coreParameter.errorString)) {
		CPU_Shutdown();
		coreParameter.fileToStart = "";
		CPU_SetState(CPU_THREAD_NOT_RUNNING);
		return;
	}

	if (coreParameter.updateRecent) {
		g_Config.AddRecent(filename);
	}

	coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
}
Exemple #7
0
bool CPU_NextStateNot(CPUThreadState from, CPUThreadState to) {
	lock_guard guard(cpuThreadLock);
	if (cpuThreadState != from) {
		CPU_SetState(to);
		return true;
	} else {
		return false;
	}
}
Exemple #8
0
void CPU_RunLoop() {
	Common::SetCurrentThreadName("CPUThread");
	if (!CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
		ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
		return;
	}

	CPU_Init();
	CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);

	while (cpuThreadState != CPU_THREAD_SHUTDOWN)
	{
		CPU_WaitStatus(&CPU_HasPendingAction);
		switch (cpuThreadState) {
		case CPU_THREAD_EXECUTE:
			mipsr4k.RunLoopUntil(cpuThreadUntil);
			gpu->FinishEventLoop();
			CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
			break;

		// These are fine, just keep looping.
		case CPU_THREAD_RUNNING:
		case CPU_THREAD_SHUTDOWN:
			break;

		default:
			ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
			// Begin shutdown, otherwise we'd just spin on this bad state.
			CPU_SetState(CPU_THREAD_SHUTDOWN);
			break;
		}
	}

	if (coreState != CORE_ERROR) {
		coreState = CORE_POWERDOWN;
	}

	CPU_Shutdown();
	CPU_SetState(CPU_THREAD_NOT_RUNNING);
}
Exemple #9
0
void PSP_Shutdown() {
	if (coreState == CORE_RUNNING)
		coreState = CORE_ERROR;
	if (cpuThread != NULL) {
		CPU_SetState(CPU_THREAD_SHUTDOWN);
		CPU_WaitStatus(&CPU_IsShutdown);
		delete cpuThread;
		cpuThread = 0;
	} else {
		CPU_Shutdown();
	}
	GPU_Shutdown();
}
Exemple #10
0
void PSP_Shutdown() {
	if (coreState == CORE_RUNNING)
		Core_UpdateState(CORE_ERROR);
	if (cpuThread != NULL) {
		CPU_SetState(CPU_THREAD_SHUTDOWN);
		CPU_WaitStatus(&CPU_IsShutdown);
		delete cpuThread;
		cpuThread = 0;
	} else {
		CPU_Shutdown();
	}
	GPU_Shutdown();
	host->SetWindowTitle(0);
}
Exemple #11
0
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
	INFO_LOG(HLE, "PPSSPP %s", PPSSPP_GIT_VERSION);

	coreParameter = coreParam;
	coreParameter.errorString = "";

	if (g_Config.bSeparateCPUThread) {
		CPU_SetState(CPU_THREAD_PENDING);
		cpuThread = new std::thread(&CPU_RunLoop);
		CPU_WaitStatus(&CPU_IsReady);
	} else {
		CPU_Init();
	}

	bool success = coreParameter.fileToStart != "";
	*error_string = coreParameter.errorString;
	if (success) {
		GPU_Init();
	}
	return success;
}
Exemple #12
0
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
	if (pspIsIniting || pspIsQuiting) {
		return false;
	}

#if defined(_WIN32) && defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
	INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
	
	GraphicsContext *temp = coreParameter.graphicsContext;
	coreParameter = coreParam;
	if (coreParameter.graphicsContext == nullptr) {
		coreParameter.graphicsContext = temp;
	}
	coreParameter.errorString = "";
	pspIsIniting = true;

	if (g_Config.bSeparateCPUThread) {
		Core_ListenShutdown(System_Wake);
		CPU_SetState(CPU_THREAD_PENDING);
		cpuThread = new std::thread(&CPU_RunLoop);
		cpuThreadID = cpuThread->get_id();
		cpuThread->detach();
	} else {
		CPU_Init();
	}

	*error_string = coreParameter.errorString;
	bool success = coreParameter.fileToStart != "";
	if (!success) {
		pspIsIniting = false;
	}
	return success;
}
Exemple #13
0
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
	if (pspIsIniting) {
		return false;
	}

#if defined(_WIN32) && defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
	INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
	INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
	coreParameter = coreParam;
	coreParameter.errorString = "";
	pspIsIniting = true;

	if (g_Config.bSeparateCPUThread) {
		Core_ListenShutdown(System_Wake);
		CPU_SetState(CPU_THREAD_PENDING);
		cpuThread = new std::thread(&CPU_RunLoop);
#ifdef _XBOX
		SuspendThread(cpuThread->native_handle());
		XSetThreadProcessor(cpuThread->native_handle(), 2);
		ResumeThread(cpuThread->native_handle());
#endif
		cpuThreadID = cpuThread->get_id();
		cpuThread->detach();
	} else {
		CPU_Init();
	}

	*error_string = coreParameter.errorString;
	bool success = coreParameter.fileToStart != "";
	if (!success) {
		pspIsIniting = false;
	}
	return success;
}
Exemple #14
0
void CPU_Init() {
	coreState = CORE_POWERUP;
	currentMIPS = &mipsr4k;
	
	g_symbolMap = new SymbolMap();

	// Default memory settings
	// Seems to be the safest place currently..
	Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default

	g_RemasterMode = false;
	g_DoubleTextureCoordinates = false;
	Memory::g_PSPModel = g_Config.iPSPModel;

	std::string filename = coreParameter.fileToStart;
	loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
#ifdef _M_X64
	if (g_Config.bCacheFullIsoInRam) {
		loadedFile = new RamCachingFileLoader(loadedFile);
	}
#endif
	IdentifiedFileType type = Identify_File(loadedFile);

	// TODO: Put this somewhere better?
	if (coreParameter.mountIso != "") {
		coreParameter.mountIsoLoader = ConstructFileLoader(coreParameter.mountIso);
	}

	MIPSAnalyst::Reset();
	Replacement_Init();

	switch (type) {
	case FILETYPE_PSP_ISO:
	case FILETYPE_PSP_ISO_NP:
	case FILETYPE_PSP_DISC_DIRECTORY:
		InitMemoryForGameISO(loadedFile);
		break;
	case FILETYPE_PSP_PBP:
		InitMemoryForGamePBP(loadedFile);
		break;
	case FILETYPE_PSP_PBP_DIRECTORY:
		// This is normal for homebrew.
		// ERROR_LOG(LOADER, "PBP directory resolution failed.");
		break;
	default:
		break;
	}

	// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
	// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
	// likely to collide with any commercial ones.
	std::string discID = g_paramSFO.GetValueString("DISC_ID");
	if (!discID.empty()) {
		coreParameter.compat.Load(discID);
	}

	Memory::Init();
	mipsr4k.Reset();

	host->AttemptLoadSymbolMap();

	if (coreParameter.enableSound) {
		Audio_Init();
	}

	CoreTiming::Init();

	// Init all the HLE modules
	HLEInit();

	// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly

	// Why did we check for CORE_POWERDOWN here?
	if (!LoadFile(&loadedFile, &coreParameter.errorString)) {
		CPU_Shutdown();
		coreParameter.fileToStart = "";
		CPU_SetState(CPU_THREAD_NOT_RUNNING);
		return;
	}


	if (coreParameter.updateRecent) {
		g_Config.AddRecent(filename);
	}

	coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
}