yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0

Qt: Restructured to remove unnecessary shutdown event and various cleanups.

This commit is contained in:
bunnei 2015-04-28 19:03:01 -04:00
parent 3dd2688785
commit e4ea133717
4 changed files with 40 additions and 90 deletions

View File

@ -28,9 +28,8 @@
#define COPYRIGHT "Copyright (C) 2013-2014 Citra Team"
EmuThread::EmuThread(GRenderWindow* render_window) :
exec_cpu_step(false), cpu_running(false), stop_run(false), render_window(render_window) {
exec_step(false), running(false), stop_run(false), render_window(render_window) {
shutdown_event.Reset();
connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
}
@ -42,20 +41,20 @@ void EmuThread::run() {
// next execution step
bool was_active = false;
while (!stop_run) {
if (cpu_running) {
if (running) {
if (!was_active)
emit DebugModeLeft();
Core::RunLoop();
was_active = cpu_running || exec_cpu_step;
was_active = running || exec_step;
if (!was_active)
emit DebugModeEntered();
} else if (exec_cpu_step) {
} else if (exec_step) {
if (!was_active)
emit DebugModeLeft();
exec_cpu_step = false;
exec_step = false;
Core::SingleStep();
emit DebugModeEntered();
yieldCurrentThread();
@ -65,40 +64,8 @@ void EmuThread::run() {
}
render_window->moveContext();
shutdown_event.Set();
}
void EmuThread::Stop() {
if (!isRunning()) {
LOG_WARNING(Frontend, "EmuThread::Stop called while emu thread wasn't running, returning...");
return;
}
stop_run = true;
// Release emu threads from any breakpoints, so that this doesn't hang forever.
Pica::g_debug_context->ClearBreakpoints();
//core::g_state = core::SYS_DIE;
// TODO: Waiting here is just a bad workaround for retarded shutdown logic.
wait(1000);
if (isRunning()) {
LOG_WARNING(Frontend, "EmuThread still running, terminating...");
quit();
// TODO: Waiting 50 seconds can be necessary if the logging subsystem has a lot of spam
// queued... This should be fixed.
wait(50000);
if (isRunning()) {
LOG_CRITICAL(Frontend, "EmuThread STILL running, something is wrong here...");
terminate();
}
}
LOG_INFO(Frontend, "EmuThread stopped");
}
// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL context.
// The corresponding functionality is handled in EmuThread instead
class GGLWidgetInternal : public QGLWidget

View File

@ -25,66 +25,46 @@ public:
/**
* Start emulation (on new thread)
*
* @warning Only call when not running!
*/
void run() override;
/**
* Allow the CPU to process a single instruction (if cpu is not running)
*
* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
* @note This function is thread-safe
*/
void ExecStep() { exec_cpu_step = true; }
void ExecStep() { exec_step = true; }
/**
* Sets whether the CPU is running
*
* Sets whether the emulation thread is running or not
* @param running Boolean value, set the emulation thread to running if true
* @note This function is thread-safe
*/
void SetCpuRunning(bool running) { cpu_running = running; }
void SetRunning(bool running) { this->running = running; }
/**
* Allow the CPU to continue processing instructions without interruption
*
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsCpuRunning() { return cpu_running; }
bool IsRunning() { return running; }
/**
* Shutdown (permantently stops) the CPU
* Shutdown (permanently stops) the emulation thread
*/
void ShutdownCpu() { stop_run = true; };
/**
* Waits for the CPU shutdown to complete
*/
void WaitForCpuShutdown() { shutdown_event.Wait(); }
public slots:
/**
* Stop emulation and wait for the thread to finish.
*
* @details: This function will wait a second for the thread to finish; if it hasn't finished until then, we'll terminate() it and wait another second, hoping that it will be terminated by then.
* @note: This function is thread-safe.
*/
void Stop();
void Shutdown() { stop_run = true; };
private:
friend class GMainWindow;
EmuThread(GRenderWindow* render_window);
bool exec_cpu_step;
bool cpu_running;
bool exec_step;
bool running;
std::atomic<bool> stop_run;
GRenderWindow* render_window;
Common::Event shutdown_event;
signals:
/**
* Emitted when the CPU has halted execution

View File

@ -201,7 +201,7 @@ void DisassemblerWidget::Init()
void DisassemblerWidget::OnContinue()
{
main_window.GetEmuThread()->SetCpuRunning(true);
main_window.GetEmuThread()->SetRunning(true);
}
void DisassemblerWidget::OnStep()
@ -211,13 +211,13 @@ void DisassemblerWidget::OnStep()
void DisassemblerWidget::OnStepInto()
{
main_window.GetEmuThread()->SetCpuRunning(false);
main_window.GetEmuThread()->SetRunning(false);
main_window.GetEmuThread()->ExecStep();
}
void DisassemblerWidget::OnPause()
{
main_window.GetEmuThread()->SetCpuRunning(false);
main_window.GetEmuThread()->SetRunning(false);
// TODO: By now, the CPU might not have actually stopped...
if (Core::g_app_core) {
@ -227,7 +227,7 @@ void DisassemblerWidget::OnPause()
void DisassemblerWidget::OnToggleStartStop()
{
main_window.GetEmuThread()->SetCpuRunning(!main_window.GetEmuThread()->IsCpuRunning());
main_window.GetEmuThread()->SetRunning(!main_window.GetEmuThread()->IsRunning());
}
void DisassemblerWidget::OnDebugModeEntered()
@ -235,7 +235,7 @@ void DisassemblerWidget::OnDebugModeEntered()
ARMword next_instr = Core::g_app_core->GetPC();
if (model->GetBreakPoints().IsAddressBreakPoint(next_instr))
main_window.GetEmuThread()->SetCpuRunning(false);
main_window.GetEmuThread()->SetRunning(false);
model->SetNextInstruction(next_instr);

View File

@ -199,10 +199,6 @@ void GMainWindow::OnDisplayTitleBars(bool show)
void GMainWindow::BootGame(std::string filename) {
LOG_INFO(Frontend, "Citra starting...\n");
// Shutdown previous session if the emu thread is still active...
if (emu_thread != nullptr)
ShutdownGame();
System::Init(render_window);
// Load a game or die...
@ -222,29 +218,36 @@ void GMainWindow::BootGame(std::string filename) {
}
void GMainWindow::ShutdownGame() {
emu_thread->SetCpuRunning(false);
emu_thread->ShutdownCpu();
emu_thread->WaitForCpuShutdown();
emu_thread->Stop();
// Shutdown the emulation thread and wait for it to complete
emu_thread->SetRunning(false);
emu_thread->Shutdown();
emu_thread->wait();
delete emu_thread;
emu_thread = nullptr;
// Release emu threads from any breakpoints
Pica::g_debug_context->ClearBreakpoints();
// Shutdown the core emulation
System::Shutdown();
// Update the GUI
ui.action_Start->setEnabled(true);
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
}
void GMainWindow::OnMenuLoadFile()
{
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), QString(), tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.bin *.cci *.cxi)"));
if (filename.size())
BootGame(filename.toLatin1().data());
if (filename.size()) {
// Shutdown previous session if the emu thread is still active...
if (emu_thread != nullptr)
ShutdownGame();
BootGame(filename.toLatin1().data());
}
}
void GMainWindow::OnMenuLoadSymbolMap() {
@ -255,7 +258,7 @@ void GMainWindow::OnMenuLoadSymbolMap() {
void GMainWindow::OnStartGame()
{
emu_thread->SetCpuRunning(true);
emu_thread->SetRunning(true);
ui.action_Start->setEnabled(false);
ui.action_Pause->setEnabled(true);
@ -264,7 +267,7 @@ void GMainWindow::OnStartGame()
void GMainWindow::OnPauseGame()
{
emu_thread->SetCpuRunning(false);
emu_thread->SetRunning(false);
ui.action_Start->setEnabled(true);
ui.action_Pause->setEnabled(false);