all repos — mgba @ 0a946a0b43bd8afcbb7c425eeacc131a4fc3ccdb

mGBA Game Boy Advance Emulator

src/gba/gba-thread.c (view raw)

  1#include "gba-thread.h"
  2
  3#include "arm.h"
  4#include "gba.h"
  5#include "gba-serialize.h"
  6
  7#include "debugger/debugger.h"
  8
  9#include "util/patch.h"
 10#include "util/png-io.h"
 11#include "util/vfs.h"
 12
 13#include <signal.h>
 14
 15static const float _defaultFPSTarget = 60.f;
 16
 17#ifdef USE_PTHREADS
 18static pthread_key_t _contextKey;
 19static pthread_once_t _contextOnce = PTHREAD_ONCE_INIT;
 20
 21static void _createTLS(void) {
 22	pthread_key_create(&_contextKey, 0);
 23}
 24#else
 25static DWORD _contextKey;
 26static INIT_ONCE _contextOnce = INIT_ONCE_STATIC_INIT;
 27
 28static BOOL CALLBACK _createTLS(PINIT_ONCE once, PVOID param, PVOID* context) {
 29	UNUSED(once);
 30	UNUSED(param);
 31	UNUSED(context);
 32	_contextKey = TlsAlloc();
 33	return TRUE;
 34}
 35#endif
 36
 37static void _changeState(struct GBAThread* threadContext, enum ThreadState newState, bool broadcast) {
 38	MutexLock(&threadContext->stateMutex);
 39	threadContext->state = newState;
 40	if (broadcast) {
 41		ConditionWake(&threadContext->stateCond);
 42	}
 43	MutexUnlock(&threadContext->stateMutex);
 44}
 45
 46static void _waitOnInterrupt(struct GBAThread* threadContext) {
 47	while (threadContext->state == THREAD_INTERRUPTED) {
 48		ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
 49	}
 50}
 51
 52static void _waitUntilNotState(struct GBAThread* threadContext, enum ThreadState oldState) {
 53	while (threadContext->state == oldState) {
 54		MutexUnlock(&threadContext->stateMutex);
 55
 56		MutexLock(&threadContext->sync.videoFrameMutex);
 57		ConditionWake(&threadContext->sync.videoFrameRequiredCond);
 58		MutexUnlock(&threadContext->sync.videoFrameMutex);
 59
 60		MutexLock(&threadContext->sync.audioBufferMutex);
 61		ConditionWake(&threadContext->sync.audioRequiredCond);
 62		MutexUnlock(&threadContext->sync.audioBufferMutex);
 63
 64		MutexLock(&threadContext->stateMutex);
 65		ConditionWake(&threadContext->stateCond);
 66	}
 67}
 68
 69static void _pauseThread(struct GBAThread* threadContext, bool onThread) {
 70	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
 71		threadContext->debugger->state = DEBUGGER_EXITING;
 72	}
 73	threadContext->state = THREAD_PAUSING;
 74	if (!onThread) {
 75		_waitUntilNotState(threadContext, THREAD_PAUSING);
 76	}
 77}
 78
 79static void _changeVideoSync(struct GBASync* sync, bool frameOn) {
 80	// Make sure the video thread can process events while the GBA thread is paused
 81	MutexLock(&sync->videoFrameMutex);
 82	if (frameOn != sync->videoFrameOn) {
 83		sync->videoFrameOn = frameOn;
 84		ConditionWake(&sync->videoFrameAvailableCond);
 85	}
 86	MutexUnlock(&sync->videoFrameMutex);
 87}
 88
 89static THREAD_ENTRY _GBAThreadRun(void* context) {
 90#ifdef USE_PTHREADS
 91	pthread_once(&_contextOnce, _createTLS);
 92#else
 93	InitOnceExecuteOnce(&_contextOnce, _createTLS, NULL, 0);
 94#endif
 95
 96	struct GBA gba;
 97	struct ARMCore cpu;
 98	struct Patch patch;
 99	struct GBAThread* threadContext = context;
100	struct ARMComponent* components[1] = {};
101	int numComponents = 0;
102
103	if (threadContext->debugger) {
104		components[numComponents] = &threadContext->debugger->d;
105		++numComponents;
106	}
107
108#if !defined(_WIN32) && defined(USE_PTHREADS)
109	sigset_t signals;
110	sigemptyset(&signals);
111	pthread_sigmask(SIG_SETMASK, &signals, 0);
112#endif
113
114	GBACreate(&gba);
115	ARMSetComponents(&cpu, &gba.d, numComponents, components);
116	ARMInit(&cpu);
117	ARMReset(&cpu);
118	threadContext->gba = &gba;
119	gba.sync = &threadContext->sync;
120	gba.logLevel = threadContext->logLevel;
121#ifdef USE_PTHREADS
122	pthread_setspecific(_contextKey, threadContext);
123#else
124	TlsSetValue(_contextKey, threadContext);
125#endif
126
127	if (threadContext->audioBuffers) {
128		GBAAudioResizeBuffer(&gba.audio, threadContext->audioBuffers);
129	} else {
130		threadContext->audioBuffers = GBA_AUDIO_SAMPLES;
131	}
132
133	if (threadContext->renderer) {
134		GBAVideoAssociateRenderer(&gba.video, threadContext->renderer);
135	}
136
137	if (threadContext->rom) {
138		GBALoadROM(&gba, threadContext->rom, threadContext->save, threadContext->fname);
139		if (threadContext->bios) {
140			GBALoadBIOS(&gba, threadContext->bios);
141		}
142
143		if (threadContext->patch && loadPatch(threadContext->patch, &patch)) {
144			GBAApplyPatch(&gba, &patch);
145		}
146	}
147
148	if (threadContext->debugger) {
149		threadContext->debugger->log = GBADebuggerLogShim;
150		GBAAttachDebugger(&gba, threadContext->debugger);
151		ARMDebuggerEnter(threadContext->debugger, DEBUGGER_ENTER_ATTACHED);
152	}
153
154	GBASIOSetDriverSet(&gba.sio, &threadContext->sioDrivers);
155
156	gba.keySource = &threadContext->activeKeys;
157
158	if (threadContext->startCallback) {
159		threadContext->startCallback(threadContext);
160	}
161
162	_changeState(threadContext, THREAD_RUNNING, true);
163
164	while (threadContext->state < THREAD_EXITING) {
165		if (threadContext->debugger) {
166			struct ARMDebugger* debugger = threadContext->debugger;
167			ARMDebuggerRun(debugger);
168			if (debugger->state == DEBUGGER_SHUTDOWN) {
169				_changeState(threadContext, THREAD_EXITING, false);
170			}
171		} else {
172			while (threadContext->state == THREAD_RUNNING) {
173				ARMRunLoop(&cpu);
174			}
175		}
176
177		int resetScheduled = 0;
178		MutexLock(&threadContext->stateMutex);
179		if (threadContext->state == THREAD_PAUSING) {
180			threadContext->state = THREAD_PAUSED;
181			ConditionWake(&threadContext->stateCond);
182		}
183		if (threadContext->state == THREAD_INTERRUPTING) {
184			threadContext->state = THREAD_INTERRUPTED;
185			ConditionWake(&threadContext->stateCond);
186		}
187		if (threadContext->state == THREAD_RESETING) {
188			threadContext->state = THREAD_RUNNING;
189			resetScheduled = 1;
190		}
191		while (threadContext->state == THREAD_PAUSED) {
192			ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
193		}
194		MutexUnlock(&threadContext->stateMutex);
195		if (resetScheduled) {
196			ARMReset(&cpu);
197		}
198	}
199
200	while (threadContext->state != THREAD_SHUTDOWN) {
201		_changeState(threadContext, THREAD_SHUTDOWN, false);
202	}
203
204	if (threadContext->cleanCallback) {
205		threadContext->cleanCallback(threadContext);
206	}
207
208	threadContext->gba = 0;
209	ARMDeinit(&cpu);
210	GBADestroy(&gba);
211
212	threadContext->sync.videoFrameOn = false;
213	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
214	ConditionWake(&threadContext->sync.audioRequiredCond);
215
216	return 0;
217}
218
219void GBAMapOptionsToContext(struct StartupOptions* opts, struct GBAThread* threadContext) {
220	if (opts->dirmode) {
221		threadContext->gameDir = VDirOpen(opts->fname);
222		threadContext->stateDir = threadContext->gameDir;
223	} else {
224		threadContext->rom = VFileOpen(opts->fname, O_RDONLY);
225#if ENABLE_LIBZIP
226		threadContext->gameDir = VDirOpenZip(opts->fname, 0);
227#endif
228	}
229	threadContext->fname = opts->fname;
230	threadContext->bios = VFileOpen(opts->bios, O_RDONLY);
231	threadContext->patch = VFileOpen(opts->patch, O_RDONLY);
232	threadContext->frameskip = opts->frameskip;
233	threadContext->logLevel = opts->logLevel;
234	threadContext->rewindBufferCapacity = opts->rewindBufferCapacity;
235	threadContext->rewindBufferInterval = opts->rewindBufferInterval;
236}
237
238bool GBAThreadStart(struct GBAThread* threadContext) {
239	// TODO: error check
240	threadContext->activeKeys = 0;
241	threadContext->state = THREAD_INITIALIZED;
242	threadContext->sync.videoFrameOn = true;
243	threadContext->sync.videoFrameSkip = 0;
244
245	threadContext->rewindBufferNext = threadContext->rewindBufferInterval;
246	threadContext->rewindBufferSize = 0;
247	if (threadContext->rewindBufferCapacity) {
248		threadContext->rewindBuffer = calloc(threadContext->rewindBufferCapacity, sizeof(void*));
249	} else {
250		threadContext->rewindBuffer = 0;
251	}
252
253	if (!threadContext->fpsTarget) {
254		threadContext->fpsTarget = _defaultFPSTarget;
255	}
256
257	if (threadContext->rom && !GBAIsROM(threadContext->rom)) {
258		threadContext->rom->close(threadContext->rom);
259		threadContext->rom = 0;
260	}
261
262	if (threadContext->gameDir) {
263		threadContext->gameDir->rewind(threadContext->gameDir);
264		struct VDirEntry* dirent = threadContext->gameDir->listNext(threadContext->gameDir);
265		while (dirent) {
266			struct Patch patchTemp;
267			struct VFile* vf = threadContext->gameDir->openFile(threadContext->gameDir, dirent->name(dirent), O_RDONLY);
268			if (!vf) {
269				continue;
270			}
271			if (!threadContext->rom && GBAIsROM(vf)) {
272				threadContext->rom = vf;
273			} else if (!threadContext->patch && loadPatch(vf, &patchTemp)) {
274				threadContext->patch = vf;
275			} else {
276				vf->close(vf);
277			}
278			dirent = threadContext->gameDir->listNext(threadContext->gameDir);
279		}
280
281	}
282
283	if (!threadContext->rom) {
284		return false;
285	}
286
287	threadContext->save = VDirOptionalOpenFile(threadContext->stateDir, threadContext->fname, "sram", ".sav", O_CREAT | O_RDWR);
288
289	MutexInit(&threadContext->stateMutex);
290	ConditionInit(&threadContext->stateCond);
291
292	MutexInit(&threadContext->sync.videoFrameMutex);
293	ConditionInit(&threadContext->sync.videoFrameAvailableCond);
294	ConditionInit(&threadContext->sync.videoFrameRequiredCond);
295	MutexInit(&threadContext->sync.audioBufferMutex);
296	ConditionInit(&threadContext->sync.audioRequiredCond);
297
298#ifndef _WIN32
299	sigset_t signals;
300	sigemptyset(&signals);
301	sigaddset(&signals, SIGINT);
302	sigaddset(&signals, SIGTRAP);
303	pthread_sigmask(SIG_BLOCK, &signals, 0);
304#endif
305
306	MutexLock(&threadContext->stateMutex);
307	ThreadCreate(&threadContext->thread, _GBAThreadRun, threadContext);
308	while (threadContext->state < THREAD_RUNNING) {
309		ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
310	}
311	MutexUnlock(&threadContext->stateMutex);
312
313	return true;
314}
315
316bool GBAThreadHasStarted(struct GBAThread* threadContext) {
317	bool hasStarted;
318	MutexLock(&threadContext->stateMutex);
319	hasStarted = threadContext->state > THREAD_INITIALIZED;
320	MutexUnlock(&threadContext->stateMutex);
321	return hasStarted;
322}
323
324void GBAThreadEnd(struct GBAThread* threadContext) {
325	MutexLock(&threadContext->stateMutex);
326	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
327		threadContext->debugger->state = DEBUGGER_EXITING;
328	}
329	threadContext->state = THREAD_EXITING;
330	ConditionWake(&threadContext->stateCond);
331	MutexUnlock(&threadContext->stateMutex);
332	MutexLock(&threadContext->sync.audioBufferMutex);
333	threadContext->sync.audioWait = 0;
334	ConditionWake(&threadContext->sync.audioRequiredCond);
335	MutexUnlock(&threadContext->sync.audioBufferMutex);
336}
337
338void GBAThreadReset(struct GBAThread* threadContext) {
339	MutexLock(&threadContext->stateMutex);
340	_waitOnInterrupt(threadContext);
341	threadContext->state = THREAD_RESETING;
342	ConditionWake(&threadContext->stateCond);
343	MutexUnlock(&threadContext->stateMutex);
344}
345
346void GBAThreadJoin(struct GBAThread* threadContext) {
347	MutexLock(&threadContext->sync.videoFrameMutex);
348	threadContext->sync.videoFrameWait = 0;
349	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
350	MutexUnlock(&threadContext->sync.videoFrameMutex);
351
352	ThreadJoin(threadContext->thread);
353
354	MutexDeinit(&threadContext->stateMutex);
355	ConditionDeinit(&threadContext->stateCond);
356
357	MutexDeinit(&threadContext->sync.videoFrameMutex);
358	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
359	ConditionDeinit(&threadContext->sync.videoFrameAvailableCond);
360	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
361	ConditionDeinit(&threadContext->sync.videoFrameRequiredCond);
362
363	ConditionWake(&threadContext->sync.audioRequiredCond);
364	ConditionDeinit(&threadContext->sync.audioRequiredCond);
365	MutexDeinit(&threadContext->sync.audioBufferMutex);
366
367	int i;
368	for (i = 0; i < threadContext->rewindBufferCapacity; ++i) {
369		if (threadContext->rewindBuffer[i]) {
370			GBADeallocateState(threadContext->rewindBuffer[i]);
371		}
372	}
373	free(threadContext->rewindBuffer);
374
375	GBAInputMapDeinit(&threadContext->inputMap);
376
377	if (threadContext->rom) {
378		threadContext->rom->close(threadContext->rom);
379		threadContext->rom = 0;
380	}
381
382	if (threadContext->save) {
383		threadContext->save->close(threadContext->save);
384		threadContext->save = 0;
385	}
386
387	if (threadContext->bios) {
388		threadContext->bios->close(threadContext->bios);
389		threadContext->bios = 0;
390	}
391
392	if (threadContext->patch) {
393		threadContext->patch->close(threadContext->patch);
394		threadContext->patch = 0;
395	}
396
397	if (threadContext->gameDir) {
398		if (threadContext->stateDir == threadContext->gameDir) {
399			threadContext->stateDir = 0;
400		}
401		threadContext->gameDir->close(threadContext->gameDir);
402		threadContext->gameDir = 0;
403	}
404
405	if (threadContext->stateDir) {
406		threadContext->stateDir->close(threadContext->stateDir);
407		threadContext->stateDir = 0;
408	}
409}
410
411void GBAThreadInterrupt(struct GBAThread* threadContext) {
412	MutexLock(&threadContext->stateMutex);
413	threadContext->savedState = threadContext->state;
414	_waitOnInterrupt(threadContext);
415	threadContext->state = THREAD_INTERRUPTING;
416	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
417		threadContext->debugger->state = DEBUGGER_EXITING;
418	}
419	ConditionWake(&threadContext->stateCond);
420	_waitUntilNotState(threadContext, THREAD_INTERRUPTING);
421	MutexUnlock(&threadContext->stateMutex);
422}
423
424void GBAThreadContinue(struct GBAThread* threadContext) {
425	_changeState(threadContext, threadContext->savedState, 1);
426}
427
428void GBAThreadPause(struct GBAThread* threadContext) {
429	bool frameOn = true;
430	MutexLock(&threadContext->stateMutex);
431	_waitOnInterrupt(threadContext);
432	if (threadContext->state == THREAD_RUNNING) {
433		_pauseThread(threadContext, false);
434		frameOn = false;
435	}
436	MutexUnlock(&threadContext->stateMutex);
437
438	_changeVideoSync(&threadContext->sync, frameOn);
439}
440
441void GBAThreadUnpause(struct GBAThread* threadContext) {
442	MutexLock(&threadContext->stateMutex);
443	_waitOnInterrupt(threadContext);
444	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
445		threadContext->state = THREAD_RUNNING;
446		ConditionWake(&threadContext->stateCond);
447	}
448	MutexUnlock(&threadContext->stateMutex);
449
450	_changeVideoSync(&threadContext->sync, true);
451}
452
453bool GBAThreadIsPaused(struct GBAThread* threadContext) {
454	bool isPaused;
455	MutexLock(&threadContext->stateMutex);
456	_waitOnInterrupt(threadContext);
457	isPaused = threadContext->state == THREAD_PAUSED;
458	MutexUnlock(&threadContext->stateMutex);
459	return isPaused;
460}
461
462void GBAThreadTogglePause(struct GBAThread* threadContext) {
463	bool frameOn = true;
464	MutexLock(&threadContext->stateMutex);
465	_waitOnInterrupt(threadContext);
466	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
467		threadContext->state = THREAD_RUNNING;
468		ConditionWake(&threadContext->stateCond);
469	} else if (threadContext->state == THREAD_RUNNING) {
470		_pauseThread(threadContext, false);
471		frameOn = false;
472	}
473	MutexUnlock(&threadContext->stateMutex);
474
475	_changeVideoSync(&threadContext->sync, frameOn);
476}
477
478void GBAThreadPauseFromThread(struct GBAThread* threadContext) {
479	bool frameOn = true;
480	MutexLock(&threadContext->stateMutex);
481	_waitOnInterrupt(threadContext);
482	if (threadContext->state == THREAD_RUNNING) {
483		_pauseThread(threadContext, true);
484		frameOn = false;
485	}
486	MutexUnlock(&threadContext->stateMutex);
487
488	_changeVideoSync(&threadContext->sync, frameOn);
489}
490
491#ifdef USE_PTHREADS
492struct GBAThread* GBAThreadGetContext(void) {
493	pthread_once(&_contextOnce, _createTLS);
494	return pthread_getspecific(_contextKey);
495}
496#else
497struct GBAThread* GBAThreadGetContext(void) {
498	InitOnceExecuteOnce(&_contextOnce, _createTLS, NULL, 0);
499	return TlsGetValue(_contextKey);
500}
501#endif
502
503#ifdef USE_PNG
504void GBAThreadTakeScreenshot(struct GBAThread* threadContext) {
505	unsigned stride;
506	void* pixels = 0;
507	struct VFile* vf = VDirOptionalOpenIncrementFile(threadContext->stateDir, threadContext->gba->activeFile, "screenshot", "-", ".png", O_CREAT | O_TRUNC | O_WRONLY);
508	threadContext->gba->video.renderer->getPixels(threadContext->gba->video.renderer, &stride, &pixels);
509	png_structp png = PNGWriteOpen(vf);
510	png_infop info = PNGWriteHeader(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
511	PNGWritePixels(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, stride, pixels);
512	PNGWriteClose(png, info);
513	vf->close(vf);
514}
515#endif
516
517void GBASyncPostFrame(struct GBASync* sync) {
518	if (!sync) {
519		return;
520	}
521
522	MutexLock(&sync->videoFrameMutex);
523	++sync->videoFramePending;
524	--sync->videoFrameSkip;
525	if (sync->videoFrameSkip < 0) {
526		do {
527			ConditionWake(&sync->videoFrameAvailableCond);
528			if (sync->videoFrameWait) {
529				ConditionWait(&sync->videoFrameRequiredCond, &sync->videoFrameMutex);
530			}
531		} while (sync->videoFrameWait && sync->videoFramePending);
532	}
533	MutexUnlock(&sync->videoFrameMutex);
534
535	struct GBAThread* thread = GBAThreadGetContext();
536	if (!thread) {
537		return;
538	}
539
540	if (thread->rewindBuffer) {
541		--thread->rewindBufferNext;
542		if (thread->rewindBufferNext <= 0) {
543			thread->rewindBufferNext = thread->rewindBufferInterval;
544			GBARecordFrame(thread);
545		}
546	}
547	if (thread->stream) {
548		thread->stream->postVideoFrame(thread->stream, thread->renderer);
549	}
550	if (thread->frameCallback) {
551		thread->frameCallback(thread);
552	}
553}
554
555bool GBASyncWaitFrameStart(struct GBASync* sync, int frameskip) {
556	if (!sync) {
557		return true;
558	}
559
560	MutexLock(&sync->videoFrameMutex);
561	ConditionWake(&sync->videoFrameRequiredCond);
562	if (!sync->videoFrameOn && !sync->videoFramePending) {
563		return false;
564	}
565	if (sync->videoFrameOn && !sync->videoFramePending) {
566		ConditionWait(&sync->videoFrameAvailableCond, &sync->videoFrameMutex);
567	}
568	sync->videoFramePending = 0;
569	sync->videoFrameSkip = frameskip;
570	return true;
571}
572
573void GBASyncWaitFrameEnd(struct GBASync* sync) {
574	if (!sync) {
575		return;
576	}
577
578	MutexUnlock(&sync->videoFrameMutex);
579}
580
581bool GBASyncDrawingFrame(struct GBASync* sync) {
582	return sync->videoFrameSkip <= 0;
583}
584
585void GBASyncSuspendDrawing(struct GBASync* sync) {
586	_changeVideoSync(sync, false);
587}
588
589void GBASyncResumeDrawing(struct GBASync* sync) {
590	_changeVideoSync(sync, true);
591}
592
593void GBASyncProduceAudio(struct GBASync* sync, bool wait) {
594	if (sync->audioWait && wait) {
595		// TODO loop properly in event of spurious wakeups
596		ConditionWait(&sync->audioRequiredCond, &sync->audioBufferMutex);
597	}
598	MutexUnlock(&sync->audioBufferMutex);
599}
600
601void GBASyncLockAudio(struct GBASync* sync) {
602	MutexLock(&sync->audioBufferMutex);
603}
604
605void GBASyncUnlockAudio(struct GBASync* sync) {
606	MutexUnlock(&sync->audioBufferMutex);
607}
608
609void GBASyncConsumeAudio(struct GBASync* sync) {
610	ConditionWake(&sync->audioRequiredCond);
611	MutexUnlock(&sync->audioBufferMutex);
612}