Fix EmuThread loop by ensuring it exits properly.
Note: There is a pre-existing issue with booting a new game in that it keeps the old EmuThread. The GL code now supports this but the Core still doesn't.
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a3a70e56ac
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@ -20,7 +20,8 @@
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EmuThread::EmuThread(GRenderWindow* render_window) :
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EmuThread::EmuThread(GRenderWindow* render_window) :
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exec_cpu_step(false), cpu_running(false),
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exec_cpu_step(false), cpu_running(false),
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render_window(render_window), filename("")
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render_window(render_window), filename(""),
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stop_run(false)
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{
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{
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}
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}
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@ -31,6 +32,7 @@ void EmuThread::SetFilename(std::string filename)
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void EmuThread::run()
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void EmuThread::run()
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{
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{
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stop_run = false;
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while (true)
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while (true)
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{
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{
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for (int tight_loop = 0; tight_loop < 10000; ++tight_loop)
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for (int tight_loop = 0; tight_loop < 10000; ++tight_loop)
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@ -41,11 +43,17 @@ void EmuThread::run()
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exec_cpu_step = false;
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exec_cpu_step = false;
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Core::SingleStep();
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Core::SingleStep();
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if (!cpu_running)
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if (!cpu_running) {
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emit CPUStepped();
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emit CPUStepped();
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yieldCurrentThread();
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}
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}
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}
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}
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}
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}
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QMutexLocker lock(&mutex);
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if (stop_run)
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break;
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}
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render_window->moveContext();
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Core::Stop();
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Core::Stop();
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}
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}
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@ -58,16 +66,24 @@ void EmuThread::Stop()
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return;
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return;
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}
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}
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{
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QMutexLocker lock(&mutex);
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stop_run = true;
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}
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//core::g_state = core::SYS_DIE;
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//core::g_state = core::SYS_DIE;
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wait(1000);
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wait(500);
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if (isRunning())
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if (isRunning())
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{
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{
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WARN_LOG(MASTER_LOG, "EmuThread still running, terminating...");
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WARN_LOG(MASTER_LOG, "EmuThread still running, terminating...");
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terminate();
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quit();
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wait(1000);
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wait(1000);
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if (isRunning())
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if (isRunning())
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{
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WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here...");
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WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here...");
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terminate();
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}
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}
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}
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INFO_LOG(MASTER_LOG, "EmuThread stopped");
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INFO_LOG(MASTER_LOG, "EmuThread stopped");
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}
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}
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@ -116,7 +132,6 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
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layout->setMargin(0);
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layout->setMargin(0);
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setLayout(layout);
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setLayout(layout);
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QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
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QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
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QObject::connect(&emu_thread, SIGNAL(finished()), this, SLOT(moveContext()));
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BackupGeometry();
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BackupGeometry();
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}
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}
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@ -127,12 +142,13 @@ void GRenderWindow::moveContext()
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// We need to move GL context to the swapping thread in Qt5
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// We need to move GL context to the swapping thread in Qt5
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#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
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#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
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// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
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// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
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child->context()->moveToThread(emu_thread.isRunning() ? &emu_thread : qApp->thread());
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child->context()->moveToThread((QThread::currentThread() == qApp->thread()) ? &emu_thread : qApp->thread());
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#endif
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#endif
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}
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}
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GRenderWindow::~GRenderWindow()
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GRenderWindow::~GRenderWindow()
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{
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{
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if (emu_thread.isRunning())
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emu_thread.Stop();
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emu_thread.Stop();
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}
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}
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@ -144,6 +160,7 @@ void GRenderWindow::SwapBuffers()
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void GRenderWindow::closeEvent(QCloseEvent* event)
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void GRenderWindow::closeEvent(QCloseEvent* event)
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{
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{
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if (emu_thread.isRunning())
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emu_thread.Stop();
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emu_thread.Stop();
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QWidget::closeEvent(event);
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QWidget::closeEvent(event);
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}
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}
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@ -1,3 +1,4 @@
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#include <QMutex>
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#include <QThread>
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#include <QThread>
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#include <QGLWidget>
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#include <QGLWidget>
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#include "common/common.h"
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#include "common/common.h"
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@ -66,6 +67,8 @@ private:
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bool exec_cpu_step;
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bool exec_cpu_step;
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bool cpu_running;
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bool cpu_running;
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bool stop_run;
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QMutex mutex;
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GRenderWindow* render_window;
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GRenderWindow* render_window;
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@ -105,7 +108,7 @@ public:
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void keyPressEvent(QKeyEvent* event);
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void keyPressEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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private slots:
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public slots:
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void moveContext();
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void moveContext();
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private:
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private:
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