// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #pragma once #include #include "common/logging.h" #include "common/thread.h" namespace Core { class System; } // namespace Core namespace VideoCore { enum class LoadCallbackStage; } // namespace VideoCore class EmuThread final : public QThread { Q_OBJECT public: explicit EmuThread(); ~EmuThread() override; /** * Start emulation (on new thread) * @warning Only call when not running! */ void run() override; /** * Sets whether the emulation thread should run or not * @param should_run Boolean value, set the emulation thread to running if true */ void SetRunning(bool should_run) { // TODO: Prevent other threads from modifying the state until we finish. { // Notify the running thread to change state. std::unique_lock run_lk{m_should_run_mutex}; m_should_run = should_run; m_should_run_cv.notify_one(); } // Wait until paused, if pausing. if (!should_run) { m_stopped.Wait(); } } /** * Check if the emulation thread is running or not * @return True if the emulation thread is running, otherwise false */ bool IsRunning() const { return m_should_run; } /** * Requests for the emulation thread to immediately stop running */ void ForceStop() { LOG_WARNING(Frontend, "Force stopping EmuThread"); m_stop_source.request_stop(); } private: void EmulationPaused(std::unique_lock& lk); void EmulationResumed(std::unique_lock& lk); private: std::stop_source m_stop_source; std::mutex m_should_run_mutex; std::condition_variable_any m_should_run_cv; Common::Event m_stopped; bool m_should_run{true}; signals: /** * Emitted when the CPU has halted execution * * @warning When connecting to this signal from other threads, make sure to specify either * Qt::QueuedConnection (invoke slot within the destination object's message thread) or even * Qt::BlockingQueuedConnection (additionally block source thread until slot returns) */ void DebugModeEntered(); /** * Emitted right before the CPU continues execution * * @warning When connecting to this signal from other threads, make sure to specify either * Qt::QueuedConnection (invoke slot within the destination object's message thread) or even * Qt::BlockingQueuedConnection (additionally block source thread until slot returns) */ void DebugModeLeft(); void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total); };