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https://git.eden-emu.dev/eden-emu/eden.git
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115 lines
3.3 KiB
C++
115 lines
3.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <optional>
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#include <QThread>
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#include "common/common_types.h"
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#include "common/logging.h"
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#include "common/thread.h"
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namespace Core {
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class System;
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} // namespace Core
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namespace VideoCore {
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enum class LoadCallbackStage;
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} // namespace VideoCore
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class EmuThread final : public QThread {
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Q_OBJECT
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public:
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explicit EmuThread();
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~EmuThread() override;
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/**
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* Start emulation (on new thread)
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* @warning Only call when not running!
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*/
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void run() override;
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/**
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* Sets whether the emulation thread should run or not
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* @param should_run Boolean value, set the emulation thread to running if true
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*/
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void SetRunning(bool should_run) {
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// TODO: Prevent other threads from modifying the state until we finish.
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{
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// Notify the running thread to change state.
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std::unique_lock run_lk{m_should_run_mutex};
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m_should_run = should_run;
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m_should_run_cv.notify_one();
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}
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// Wait until paused, if pausing.
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if (!should_run) {
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m_stopped.Wait();
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}
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}
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/**
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* Check if the emulation thread is running or not
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* @return True if the emulation thread is running, otherwise false
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*/
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bool IsRunning() const {
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return m_should_run;
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}
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/**
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* Requests for the emulation thread to immediately stop running
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*/
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void ForceStop() {
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LOG_WARNING(Frontend, "Force stopping EmuThread");
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m_stop_source.request_stop();
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}
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/**
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* Requests that the disk shader cache be reloaded for a different title.
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*/
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void RequestDiskShaderCacheReload(u64 program_id) {
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std::unique_lock run_lk{m_should_run_mutex};
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m_pending_shader_cache_title = program_id;
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m_should_run_cv.notify_one();
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}
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private:
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void EmulationPaused(std::unique_lock<std::mutex>& lk);
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void EmulationResumed(std::unique_lock<std::mutex>& lk);
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void ReloadDiskShaderCache(u64 program_id);
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private:
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std::stop_source m_stop_source;
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std::mutex m_should_run_mutex;
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std::condition_variable_any m_should_run_cv;
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Common::Event m_stopped;
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bool m_should_run{true};
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std::optional<u64> m_pending_shader_cache_title;
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signals:
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/**
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* Emitted when the CPU has halted execution
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*
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* @warning When connecting to this signal from other threads, make sure to specify either
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* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
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* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
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*/
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void DebugModeEntered();
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/**
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* Emitted right before the CPU continues execution
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*
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* @warning When connecting to this signal from other threads, make sure to specify either
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* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
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* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
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*/
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void DebugModeLeft();
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void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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void ShaderCacheReloadStarted();
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void ShaderCacheReloadFinished();
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};
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