void PSP_RunLoopUntil(u64 globalticks) { SaveState::Process(); if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) { return; } if (cpuThread != NULL) { // 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); } }
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(); }
void PSP_RunLoopUntil(u64 globalticks) { SaveState::Process(); if (cpuThread != NULL) { 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(100)); } } else { ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState); } } else { mipsr4k.RunLoopUntil(globalticks); } }
bool PSP_InitUpdate(std::string *error_string) { if (pspIsInited || !pspIsIniting) { return true; } if (g_Config.bSeparateCPUThread && !CPU_IsReady()) { return false; } bool success = coreParameter.fileToStart != ""; *error_string = coreParameter.errorString; if (success) { success = GPU_Init(); if (!success) { PSP_Shutdown(); *error_string = "Unable to initialize rendering engine."; } } pspIsInited = success; pspIsIniting = false; return true; }