all repos — mgba @ 711231add6691731a5bf291a4c61b7f38f8c87b2

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	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
213	ConditionWake(&threadContext->sync.audioRequiredCond);
214
215	return 0;
216}
217
218void GBAMapOptionsToContext(struct StartupOptions* opts, struct GBAThread* threadContext) {
219	if (opts->dirmode) {
220		threadContext->gameDir = VDirOpen(opts->fname);
221		threadContext->stateDir = threadContext->gameDir;
222	} else {
223		threadContext->rom = VFileOpen(opts->fname, O_RDONLY);
224#if ENABLE_LIBZIP
225		threadContext->gameDir = VDirOpenZip(opts->fname, 0);
226#endif
227	}
228	threadContext->fname = opts->fname;
229	threadContext->bios = VFileOpen(opts->bios, O_RDONLY);
230	threadContext->patch = VFileOpen(opts->patch, O_RDONLY);
231	threadContext->frameskip = opts->frameskip;
232	threadContext->logLevel = opts->logLevel;
233	threadContext->rewindBufferCapacity = opts->rewindBufferCapacity;
234	threadContext->rewindBufferInterval = opts->rewindBufferInterval;
235}
236
237bool GBAThreadStart(struct GBAThread* threadContext) {
238	// TODO: error check
239	threadContext->activeKeys = 0;
240	threadContext->state = THREAD_INITIALIZED;
241	threadContext->sync.videoFrameOn = true;
242	threadContext->sync.videoFrameSkip = 0;
243
244	threadContext->rewindBufferNext = threadContext->rewindBufferInterval;
245	threadContext->rewindBufferSize = 0;
246	if (threadContext->rewindBufferCapacity) {
247		threadContext->rewindBuffer = calloc(threadContext->rewindBufferCapacity, sizeof(void*));
248	} else {
249		threadContext->rewindBuffer = 0;
250	}
251
252	if (!threadContext->fpsTarget) {
253		threadContext->fpsTarget = _defaultFPSTarget;
254	}
255
256	if (threadContext->rom && !GBAIsROM(threadContext->rom)) {
257		threadContext->rom->close(threadContext->rom);
258		threadContext->rom = 0;
259	}
260
261	if (threadContext->gameDir) {
262		threadContext->gameDir->rewind(threadContext->gameDir);
263		struct VDirEntry* dirent = threadContext->gameDir->listNext(threadContext->gameDir);
264		while (dirent) {
265			struct Patch patchTemp;
266			struct VFile* vf = threadContext->gameDir->openFile(threadContext->gameDir, dirent->name(dirent), O_RDONLY);
267			if (!vf) {
268				continue;
269			}
270			if (!threadContext->rom && GBAIsROM(vf)) {
271				threadContext->rom = vf;
272			} else if (!threadContext->patch && loadPatch(vf, &patchTemp)) {
273				threadContext->patch = vf;
274			} else {
275				vf->close(vf);
276			}
277			dirent = threadContext->gameDir->listNext(threadContext->gameDir);
278		}
279
280	}
281
282	if (!threadContext->rom) {
283		return false;
284	}
285
286	threadContext->save = VDirOptionalOpenFile(threadContext->stateDir, threadContext->fname, "sram", ".sav", O_CREAT | O_RDWR);
287
288	MutexInit(&threadContext->stateMutex);
289	ConditionInit(&threadContext->stateCond);
290
291	MutexInit(&threadContext->sync.videoFrameMutex);
292	ConditionInit(&threadContext->sync.videoFrameAvailableCond);
293	ConditionInit(&threadContext->sync.videoFrameRequiredCond);
294	MutexInit(&threadContext->sync.audioBufferMutex);
295	ConditionInit(&threadContext->sync.audioRequiredCond);
296
297#ifndef _WIN32
298	sigset_t signals;
299	sigemptyset(&signals);
300	sigaddset(&signals, SIGINT);
301	sigaddset(&signals, SIGTRAP);
302	pthread_sigmask(SIG_BLOCK, &signals, 0);
303#endif
304
305	MutexLock(&threadContext->stateMutex);
306	ThreadCreate(&threadContext->thread, _GBAThreadRun, threadContext);
307	while (threadContext->state < THREAD_RUNNING) {
308		ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
309	}
310	MutexUnlock(&threadContext->stateMutex);
311
312	return true;
313}
314
315bool GBAThreadHasStarted(struct GBAThread* threadContext) {
316	bool hasStarted;
317	MutexLock(&threadContext->stateMutex);
318	hasStarted = threadContext->state > THREAD_INITIALIZED;
319	MutexUnlock(&threadContext->stateMutex);
320	return hasStarted;
321}
322
323void GBAThreadEnd(struct GBAThread* threadContext) {
324	MutexLock(&threadContext->stateMutex);
325	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
326		threadContext->debugger->state = DEBUGGER_EXITING;
327	}
328	threadContext->state = THREAD_EXITING;
329	ConditionWake(&threadContext->stateCond);
330	MutexUnlock(&threadContext->stateMutex);
331	MutexLock(&threadContext->sync.audioBufferMutex);
332	threadContext->sync.audioWait = 0;
333	ConditionWake(&threadContext->sync.audioRequiredCond);
334	MutexUnlock(&threadContext->sync.audioBufferMutex);
335}
336
337void GBAThreadReset(struct GBAThread* threadContext) {
338	MutexLock(&threadContext->stateMutex);
339	_waitOnInterrupt(threadContext);
340	threadContext->state = THREAD_RESETING;
341	ConditionWake(&threadContext->stateCond);
342	MutexUnlock(&threadContext->stateMutex);
343}
344
345void GBAThreadJoin(struct GBAThread* threadContext) {
346	MutexLock(&threadContext->sync.videoFrameMutex);
347	threadContext->sync.videoFrameWait = 0;
348	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
349	MutexUnlock(&threadContext->sync.videoFrameMutex);
350
351	ThreadJoin(threadContext->thread);
352
353	MutexDeinit(&threadContext->stateMutex);
354	ConditionDeinit(&threadContext->stateCond);
355
356	MutexDeinit(&threadContext->sync.videoFrameMutex);
357	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
358	ConditionDeinit(&threadContext->sync.videoFrameAvailableCond);
359	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
360	ConditionDeinit(&threadContext->sync.videoFrameRequiredCond);
361
362	ConditionWake(&threadContext->sync.audioRequiredCond);
363	ConditionDeinit(&threadContext->sync.audioRequiredCond);
364	MutexDeinit(&threadContext->sync.audioBufferMutex);
365
366	int i;
367	for (i = 0; i < threadContext->rewindBufferCapacity; ++i) {
368		if (threadContext->rewindBuffer[i]) {
369			GBADeallocateState(threadContext->rewindBuffer[i]);
370		}
371	}
372	free(threadContext->rewindBuffer);
373
374	GBAInputMapDeinit(&threadContext->inputMap);
375
376	if (threadContext->rom) {
377		threadContext->rom->close(threadContext->rom);
378		threadContext->rom = 0;
379	}
380
381	if (threadContext->save) {
382		threadContext->save->close(threadContext->save);
383		threadContext->save = 0;
384	}
385
386	if (threadContext->bios) {
387		threadContext->bios->close(threadContext->bios);
388		threadContext->bios = 0;
389	}
390
391	if (threadContext->patch) {
392		threadContext->patch->close(threadContext->patch);
393		threadContext->patch = 0;
394	}
395
396	if (threadContext->gameDir) {
397		if (threadContext->stateDir == threadContext->gameDir) {
398			threadContext->stateDir = 0;
399		}
400		threadContext->gameDir->close(threadContext->gameDir);
401		threadContext->gameDir = 0;
402	}
403
404	if (threadContext->stateDir) {
405		threadContext->stateDir->close(threadContext->stateDir);
406		threadContext->stateDir = 0;
407	}
408}
409
410void GBAThreadInterrupt(struct GBAThread* threadContext) {
411	MutexLock(&threadContext->stateMutex);
412	threadContext->savedState = threadContext->state;
413	_waitOnInterrupt(threadContext);
414	threadContext->state = THREAD_INTERRUPTING;
415	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
416		threadContext->debugger->state = DEBUGGER_EXITING;
417	}
418	ConditionWake(&threadContext->stateCond);
419	_waitUntilNotState(threadContext, THREAD_INTERRUPTING);
420	MutexUnlock(&threadContext->stateMutex);
421}
422
423void GBAThreadContinue(struct GBAThread* threadContext) {
424	_changeState(threadContext, threadContext->savedState, 1);
425}
426
427void GBAThreadPause(struct GBAThread* threadContext) {
428	bool frameOn = true;
429	MutexLock(&threadContext->stateMutex);
430	_waitOnInterrupt(threadContext);
431	if (threadContext->state == THREAD_RUNNING) {
432		_pauseThread(threadContext, false);
433		frameOn = false;
434	}
435	MutexUnlock(&threadContext->stateMutex);
436
437	_changeVideoSync(&threadContext->sync, frameOn);
438}
439
440void GBAThreadUnpause(struct GBAThread* threadContext) {
441	MutexLock(&threadContext->stateMutex);
442	_waitOnInterrupt(threadContext);
443	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
444		threadContext->state = THREAD_RUNNING;
445		ConditionWake(&threadContext->stateCond);
446	}
447	MutexUnlock(&threadContext->stateMutex);
448
449	_changeVideoSync(&threadContext->sync, true);
450}
451
452bool GBAThreadIsPaused(struct GBAThread* threadContext) {
453	bool isPaused;
454	MutexLock(&threadContext->stateMutex);
455	_waitOnInterrupt(threadContext);
456	isPaused = threadContext->state == THREAD_PAUSED;
457	MutexUnlock(&threadContext->stateMutex);
458	return isPaused;
459}
460
461void GBAThreadTogglePause(struct GBAThread* threadContext) {
462	bool frameOn = true;
463	MutexLock(&threadContext->stateMutex);
464	_waitOnInterrupt(threadContext);
465	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
466		threadContext->state = THREAD_RUNNING;
467		ConditionWake(&threadContext->stateCond);
468	} else if (threadContext->state == THREAD_RUNNING) {
469		_pauseThread(threadContext, false);
470		frameOn = false;
471	}
472	MutexUnlock(&threadContext->stateMutex);
473
474	_changeVideoSync(&threadContext->sync, frameOn);
475}
476
477void GBAThreadPauseFromThread(struct GBAThread* threadContext) {
478	bool frameOn = true;
479	MutexLock(&threadContext->stateMutex);
480	_waitOnInterrupt(threadContext);
481	if (threadContext->state == THREAD_RUNNING) {
482		_pauseThread(threadContext, true);
483		frameOn = false;
484	}
485	MutexUnlock(&threadContext->stateMutex);
486
487	_changeVideoSync(&threadContext->sync, frameOn);
488}
489
490#ifdef USE_PTHREADS
491struct GBAThread* GBAThreadGetContext(void) {
492	pthread_once(&_contextOnce, _createTLS);
493	return pthread_getspecific(_contextKey);
494}
495#else
496struct GBAThread* GBAThreadGetContext(void) {
497	InitOnceExecuteOnce(&_contextOnce, _createTLS, NULL, 0);
498	return TlsGetValue(_contextKey);
499}
500#endif
501
502#ifdef USE_PNG
503void GBAThreadTakeScreenshot(struct GBAThread* threadContext) {
504	unsigned stride;
505	void* pixels = 0;
506	struct VFile* vf = VDirOptionalOpenFile(threadContext->stateDir, threadContext->gba->activeFile, "screenshot", ".png", O_CREAT | O_TRUNC | O_WRONLY);
507	threadContext->gba->video.renderer->getPixels(threadContext->gba->video.renderer, &stride, &pixels);
508	png_structp png = PNGWriteOpen(vf);
509	png_infop info = PNGWriteHeader(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
510	PNGWritePixels(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, stride, pixels);
511	PNGWriteClose(png, info);
512	vf->close(vf);
513}
514#endif
515
516void GBASyncPostFrame(struct GBASync* sync) {
517	if (!sync) {
518		return;
519	}
520
521	MutexLock(&sync->videoFrameMutex);
522	++sync->videoFramePending;
523	--sync->videoFrameSkip;
524	if (sync->videoFrameSkip < 0) {
525		do {
526			ConditionWake(&sync->videoFrameAvailableCond);
527			if (sync->videoFrameWait) {
528				ConditionWait(&sync->videoFrameRequiredCond, &sync->videoFrameMutex);
529			}
530		} while (sync->videoFrameWait && sync->videoFramePending);
531	}
532	MutexUnlock(&sync->videoFrameMutex);
533
534	struct GBAThread* thread = GBAThreadGetContext();
535	if (!thread) {
536		return;
537	}
538
539	if (thread->rewindBuffer) {
540		--thread->rewindBufferNext;
541		if (thread->rewindBufferNext <= 0) {
542			thread->rewindBufferNext = thread->rewindBufferInterval;
543			GBARecordFrame(thread);
544		}
545	}
546	if (thread->stream) {
547		thread->stream->postVideoFrame(thread->stream, thread->renderer);
548	}
549	if (thread->frameCallback) {
550		thread->frameCallback(thread);
551	}
552}
553
554bool GBASyncWaitFrameStart(struct GBASync* sync, int frameskip) {
555	if (!sync) {
556		return true;
557	}
558
559	MutexLock(&sync->videoFrameMutex);
560	ConditionWake(&sync->videoFrameRequiredCond);
561	if (!sync->videoFrameOn && !sync->videoFramePending) {
562		return false;
563	}
564	if (sync->videoFrameOn) {
565		ConditionWait(&sync->videoFrameAvailableCond, &sync->videoFrameMutex);
566	}
567	sync->videoFramePending = 0;
568	sync->videoFrameSkip = frameskip;
569	return true;
570}
571
572void GBASyncWaitFrameEnd(struct GBASync* sync) {
573	if (!sync) {
574		return;
575	}
576
577	MutexUnlock(&sync->videoFrameMutex);
578}
579
580bool GBASyncDrawingFrame(struct GBASync* sync) {
581	return sync->videoFrameSkip <= 0;
582}
583
584void GBASyncSuspendDrawing(struct GBASync* sync) {
585	_changeVideoSync(sync, false);
586}
587
588void GBASyncResumeDrawing(struct GBASync* sync) {
589	_changeVideoSync(sync, true);
590}
591
592void GBASyncProduceAudio(struct GBASync* sync, bool wait) {
593	if (sync->audioWait && wait) {
594		// TODO loop properly in event of spurious wakeups
595		ConditionWait(&sync->audioRequiredCond, &sync->audioBufferMutex);
596	}
597	MutexUnlock(&sync->audioBufferMutex);
598}
599
600void GBASyncLockAudio(struct GBASync* sync) {
601	MutexLock(&sync->audioBufferMutex);
602}
603
604void GBASyncUnlockAudio(struct GBASync* sync) {
605	MutexUnlock(&sync->audioBufferMutex);
606}
607
608void GBASyncConsumeAudio(struct GBASync* sync) {
609	ConditionWake(&sync->audioRequiredCond);
610	MutexUnlock(&sync->audioBufferMutex);
611}