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(); }
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; }
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_Shutdown() { // Do nothing if we never inited. if (!pspIsInited && !pspIsIniting) { return; } #ifndef MOBILE_DEVICE if (g_Config.bFuncHashMap) { MIPSAnalyst::StoreHashMap(); } #endif if (coreState == CORE_RUNNING) Core_UpdateState(CORE_ERROR); Core_NotifyShutdown(); if (cpuThread != NULL) { CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN); CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown); delete cpuThread; cpuThread = 0; } else { CPU_Shutdown(); } GPU_Shutdown(); host->SetWindowTitle(0); currentMIPS = 0; pspIsInited = false; pspIsIniting = false; }
void PSP_Shutdown() { // Do nothing if we never inited. if (!pspIsInited && !pspIsIniting && !pspIsQuiting) { return; } #ifndef MOBILE_DEVICE if (g_Config.bFuncHashMap) { MIPSAnalyst::StoreHashMap(); } #endif // Make sure things know right away that PSP memory, etc. is going away. pspIsQuiting = true; if (coreState == CORE_RUNNING) Core_UpdateState(CORE_ERROR); Core_NotifyShutdown(); if (cpuThread != nullptr) { CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN); CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown); delete cpuThread; cpuThread = 0; cpuThreadID = std::thread::id(); } else { CPU_Shutdown(); } GPU_Shutdown(); g_paramSFO.Clear(); host->SetWindowTitle(0); currentMIPS = 0; pspIsInited = false; pspIsIniting = false; pspIsQuiting = false; g_Config.unloadGameConfig(); }
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) { PSP_InitStart(coreParam, error_string); if (g_Config.bSeparateCPUThread) { CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady); } PSP_InitUpdate(error_string); return pspIsInited; }
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); }
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(); }
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); }
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; }
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); }
void PSP_Shutdown() { #ifndef USING_GLES2 if (g_Config.bFuncHashMap) { MIPSAnalyst::StoreHashMap(); } #endif if (coreState == CORE_RUNNING) Core_UpdateState(CORE_ERROR); Core_NotifyShutdown(); if (cpuThread != NULL) { CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN); CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown); delete cpuThread; cpuThread = 0; } else { CPU_Shutdown(); } GPU_Shutdown(); host->SetWindowTitle(0); currentMIPS = 0; pspIsInited = false; }