forked from PCSX2/pcsx2
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathEmuThread.h
178 lines (145 loc) · 5.81 KB
/
EmuThread.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "pcsx2/Host.h"
#include "pcsx2/HostDisplay.h"
#include "pcsx2/Frontend/InputManager.h"
#include <QtCore/QList>
#include <QtCore/QEventLoop>
#include <QtCore/QPair>
#include <QtCore/QString>
#include <QtCore/QSemaphore>
#include <QtCore/QTimer>
#include <QtCore/QThread>
#include <atomic>
#include <memory>
class DisplayWidget;
struct VMBootParameters;
enum class CDVD_SourceType : uint8_t;
class EmuThread : public QThread
{
Q_OBJECT
public:
explicit EmuThread(QThread* ui_thread);
~EmuThread();
static void start();
static void stop();
__fi QEventLoop* getEventLoop() const { return m_event_loop; }
__fi bool isFullscreen() const { return m_is_fullscreen; }
__fi bool isRenderingToMain() const { return m_is_rendering_to_main; }
__fi bool isSurfaceless() const { return m_is_surfaceless; }
bool isOnEmuThread() const;
/// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main).
HostDisplay* acquireHostDisplay(HostDisplay::RenderAPI api);
void connectDisplaySignals(DisplayWidget* widget);
void releaseHostDisplay();
void updateDisplay();
void startBackgroundControllerPollTimer();
void stopBackgroundControllerPollTimer();
void updatePerformanceMetrics(bool force);
public Q_SLOTS:
void startVM(std::shared_ptr<VMBootParameters> boot_params);
void resetVM();
void setVMPaused(bool paused);
void shutdownVM(bool save_state = true);
void loadState(const QString& filename);
void loadStateFromSlot(qint32 slot);
void saveState(const QString& filename);
void saveStateToSlot(qint32 slot);
void toggleFullscreen();
void setFullscreen(bool fullscreen);
void setSurfaceless(bool surfaceless);
void applySettings();
void reloadGameSettings();
void updateEmuFolders();
void toggleSoftwareRendering();
void switchRenderer(GSRendererType renderer);
void changeDisc(CDVD_SourceType source, const QString& path);
void reloadPatches();
void reloadInputSources();
void reloadInputBindings();
void requestDisplaySize(float scale);
void enumerateInputDevices();
void enumerateVibrationMotors();
void runOnCPUThread(const std::function<void()>& func);
void queueSnapshot(quint32 gsdump_frames);
Q_SIGNALS:
DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main);
DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless);
void onResizeDisplayRequested(qint32 width, qint32 height);
void onDestroyDisplayRequested();
/// Called when the VM is starting initialization, but has not been completed yet.
void onVMStarting();
/// Called when the VM is created.
void onVMStarted();
/// Called when the VM is paused.
void onVMPaused();
/// Called when the VM is resumed after being paused.
void onVMResumed();
/// Called when the VM is shut down or destroyed.
void onVMStopped();
/// Provided by the host; called when the running executable changes.
void onGameChanged(const QString& path, const QString& serial, const QString& name, quint32 crc);
void onInputDevicesEnumerated(const QList<QPair<QString, QString>>& devices);
void onInputDeviceConnected(const QString& identifier, const QString& device_name);
void onInputDeviceDisconnected(const QString& identifier);
void onVibrationMotorsEnumerated(const QList<InputBindingKey>& motors);
/// Called when a save state is loading, before the file is processed.
void onSaveStateLoading(const QString& path);
/// Called after a save state is successfully loaded. If the save state was invalid, was_successful will be false.
void onSaveStateLoaded(const QString& path, bool was_successful);
/// Called when a save state is being created/saved. The compression/write to disk is asynchronous, so this callback
/// just signifies that the save has started, not necessarily completed.
void onSaveStateSaved(const QString& path);
protected:
void run();
private:
static constexpr u32 BACKGROUND_CONTROLLER_POLLING_INTERVAL =
100; /// Interval at which the controllers are polled when the system is not active.
void destroyVM();
void executeVM();
void checkForSettingChanges();
bool shouldRenderToMain() const;
void createBackgroundControllerPollTimer();
void destroyBackgroundControllerPollTimer();
void loadOurSettings();
void connectSignals();
private Q_SLOTS:
void stopInThread();
void doBackgroundControllerPoll();
void onDisplayWindowResized(int width, int height, float scale);
void onApplicationStateChanged(Qt::ApplicationState state);
void redrawDisplayWindow();
private:
QThread* m_ui_thread;
QSemaphore m_started_semaphore;
QEventLoop* m_event_loop = nullptr;
QTimer* m_background_controller_polling_timer = nullptr;
std::atomic_bool m_shutdown_flag{false};
bool m_verbose_status = false;
bool m_is_rendering_to_main = false;
bool m_is_fullscreen = false;
bool m_is_surfaceless = false;
bool m_save_state_on_shutdown = false;
bool m_pause_on_focus_loss = false;
bool m_was_paused_by_focus_loss = false;
float m_last_speed = 0.0f;
float m_last_game_fps = 0.0f;
float m_last_video_fps = 0.0f;
int m_last_internal_width = 0;
int m_last_internal_height = 0;
GSRendererType m_last_renderer = GSRendererType::Null;
};
extern EmuThread* g_emu_thread;