all repos — mgba @ b11528c69df86c3be49ac4715495d38b1309b53e

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	threadContext->gba = &gba;
118	gba.sync = &threadContext->sync;
119	gba.logLevel = threadContext->logLevel;
120#ifdef USE_PTHREADS
121	pthread_setspecific(_contextKey, threadContext);
122#else
123	TlsSetValue(_contextKey, threadContext);
124#endif
125
126	if (threadContext->audioBuffers) {
127		GBAAudioResizeBuffer(&gba.audio, threadContext->audioBuffers);
128	} else {
129		threadContext->audioBuffers = GBA_AUDIO_SAMPLES;
130	}
131
132	if (threadContext->renderer) {
133		GBAVideoAssociateRenderer(&gba.video, threadContext->renderer);
134	}
135
136	if (threadContext->rom) {
137		GBALoadROM(&gba, threadContext->rom, threadContext->save, threadContext->fname);
138		if (threadContext->bios) {
139			GBALoadBIOS(&gba, threadContext->bios);
140		}
141
142		if (threadContext->patch && loadPatch(threadContext->patch, &patch)) {
143			GBAApplyPatch(&gba, &patch);
144		}
145	}
146
147	ARMReset(&cpu);
148
149	if (threadContext->debugger) {
150		threadContext->debugger->log = GBADebuggerLogShim;
151		GBAAttachDebugger(&gba, threadContext->debugger);
152		ARMDebuggerEnter(threadContext->debugger, DEBUGGER_ENTER_ATTACHED);
153	}
154
155	GBASIOSetDriverSet(&gba.sio, &threadContext->sioDrivers);
156
157	gba.keySource = &threadContext->activeKeys;
158
159	if (threadContext->startCallback) {
160		threadContext->startCallback(threadContext);
161	}
162
163	_changeState(threadContext, THREAD_RUNNING, true);
164
165	while (threadContext->state < THREAD_EXITING) {
166		if (threadContext->debugger) {
167			struct ARMDebugger* debugger = threadContext->debugger;
168			ARMDebuggerRun(debugger);
169			if (debugger->state == DEBUGGER_SHUTDOWN) {
170				_changeState(threadContext, THREAD_EXITING, false);
171			}
172		} else {
173			while (threadContext->state == THREAD_RUNNING) {
174				ARMRunLoop(&cpu);
175			}
176		}
177
178		int resetScheduled = 0;
179		MutexLock(&threadContext->stateMutex);
180		if (threadContext->state == THREAD_PAUSING) {
181			threadContext->state = THREAD_PAUSED;
182			ConditionWake(&threadContext->stateCond);
183		}
184		if (threadContext->state == THREAD_INTERRUPTING) {
185			threadContext->state = THREAD_INTERRUPTED;
186			ConditionWake(&threadContext->stateCond);
187		}
188		if (threadContext->state == THREAD_RESETING) {
189			threadContext->state = THREAD_RUNNING;
190			resetScheduled = 1;
191		}
192		while (threadContext->state == THREAD_PAUSED) {
193			ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
194		}
195		MutexUnlock(&threadContext->stateMutex);
196		if (resetScheduled) {
197			ARMReset(&cpu);
198		}
199	}
200
201	while (threadContext->state != THREAD_SHUTDOWN) {
202		_changeState(threadContext, THREAD_SHUTDOWN, false);
203	}
204
205	if (threadContext->cleanCallback) {
206		threadContext->cleanCallback(threadContext);
207	}
208
209	threadContext->gba = 0;
210	ARMDeinit(&cpu);
211	GBADestroy(&gba);
212
213	threadContext->sync.videoFrameOn = false;
214	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
215	ConditionWake(&threadContext->sync.audioRequiredCond);
216
217	return 0;
218}
219
220void GBAMapOptionsToContext(struct StartupOptions* opts, struct GBAThread* threadContext) {
221	if (opts->dirmode) {
222		threadContext->gameDir = VDirOpen(opts->fname);
223		threadContext->stateDir = threadContext->gameDir;
224	} else {
225		threadContext->rom = VFileOpen(opts->fname, O_RDONLY);
226#if ENABLE_LIBZIP
227		threadContext->gameDir = VDirOpenZip(opts->fname, 0);
228#endif
229	}
230	threadContext->fname = opts->fname;
231	threadContext->bios = VFileOpen(opts->bios, O_RDONLY);
232	threadContext->patch = VFileOpen(opts->patch, O_RDONLY);
233	threadContext->frameskip = opts->frameskip;
234	threadContext->logLevel = opts->logLevel;
235	threadContext->rewindBufferCapacity = opts->rewindBufferCapacity;
236	threadContext->rewindBufferInterval = opts->rewindBufferInterval;
237}
238
239bool GBAThreadStart(struct GBAThread* threadContext) {
240	// TODO: error check
241	threadContext->activeKeys = 0;
242	threadContext->state = THREAD_INITIALIZED;
243	threadContext->sync.videoFrameOn = true;
244	threadContext->sync.videoFrameSkip = 0;
245
246	threadContext->rewindBufferNext = threadContext->rewindBufferInterval;
247	threadContext->rewindBufferSize = 0;
248	if (threadContext->rewindBufferCapacity) {
249		threadContext->rewindBuffer = calloc(threadContext->rewindBufferCapacity, sizeof(void*));
250	} else {
251		threadContext->rewindBuffer = 0;
252	}
253
254	if (!threadContext->fpsTarget) {
255		threadContext->fpsTarget = _defaultFPSTarget;
256	}
257
258	if (threadContext->rom && !GBAIsROM(threadContext->rom)) {
259		threadContext->rom->close(threadContext->rom);
260		threadContext->rom = 0;
261	}
262
263	if (threadContext->gameDir) {
264		threadContext->gameDir->rewind(threadContext->gameDir);
265		struct VDirEntry* dirent = threadContext->gameDir->listNext(threadContext->gameDir);
266		while (dirent) {
267			struct Patch patchTemp;
268			struct VFile* vf = threadContext->gameDir->openFile(threadContext->gameDir, dirent->name(dirent), O_RDONLY);
269			if (!vf) {
270				continue;
271			}
272			if (!threadContext->rom && GBAIsROM(vf)) {
273				threadContext->rom = vf;
274			} else if (!threadContext->patch && loadPatch(vf, &patchTemp)) {
275				threadContext->patch = vf;
276			} else {
277				vf->close(vf);
278			}
279			dirent = threadContext->gameDir->listNext(threadContext->gameDir);
280		}
281
282	}
283
284	if (!threadContext->rom) {
285		return false;
286	}
287
288	threadContext->save = VDirOptionalOpenFile(threadContext->stateDir, threadContext->fname, "sram", ".sav", O_CREAT | O_RDWR);
289
290	MutexInit(&threadContext->stateMutex);
291	ConditionInit(&threadContext->stateCond);
292
293	MutexInit(&threadContext->sync.videoFrameMutex);
294	ConditionInit(&threadContext->sync.videoFrameAvailableCond);
295	ConditionInit(&threadContext->sync.videoFrameRequiredCond);
296	MutexInit(&threadContext->sync.audioBufferMutex);
297	ConditionInit(&threadContext->sync.audioRequiredCond);
298
299#ifndef _WIN32
300	sigset_t signals;
301	sigemptyset(&signals);
302	sigaddset(&signals, SIGINT);
303	sigaddset(&signals, SIGTRAP);
304	pthread_sigmask(SIG_BLOCK, &signals, 0);
305#endif
306
307	MutexLock(&threadContext->stateMutex);
308	ThreadCreate(&threadContext->thread, _GBAThreadRun, threadContext);
309	while (threadContext->state < THREAD_RUNNING) {
310		ConditionWait(&threadContext->stateCond, &threadContext->stateMutex);
311	}
312	MutexUnlock(&threadContext->stateMutex);
313
314	return true;
315}
316
317bool GBAThreadHasStarted(struct GBAThread* threadContext) {
318	bool hasStarted;
319	MutexLock(&threadContext->stateMutex);
320	hasStarted = threadContext->state > THREAD_INITIALIZED;
321	MutexUnlock(&threadContext->stateMutex);
322	return hasStarted;
323}
324
325void GBAThreadEnd(struct GBAThread* threadContext) {
326	MutexLock(&threadContext->stateMutex);
327	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
328		threadContext->debugger->state = DEBUGGER_EXITING;
329	}
330	threadContext->state = THREAD_EXITING;
331	ConditionWake(&threadContext->stateCond);
332	MutexUnlock(&threadContext->stateMutex);
333	MutexLock(&threadContext->sync.audioBufferMutex);
334	threadContext->sync.audioWait = 0;
335	ConditionWake(&threadContext->sync.audioRequiredCond);
336	MutexUnlock(&threadContext->sync.audioBufferMutex);
337}
338
339void GBAThreadReset(struct GBAThread* threadContext) {
340	MutexLock(&threadContext->stateMutex);
341	_waitOnInterrupt(threadContext);
342	threadContext->state = THREAD_RESETING;
343	ConditionWake(&threadContext->stateCond);
344	MutexUnlock(&threadContext->stateMutex);
345}
346
347void GBAThreadJoin(struct GBAThread* threadContext) {
348	MutexLock(&threadContext->sync.videoFrameMutex);
349	threadContext->sync.videoFrameWait = 0;
350	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
351	MutexUnlock(&threadContext->sync.videoFrameMutex);
352
353	ThreadJoin(threadContext->thread);
354
355	MutexDeinit(&threadContext->stateMutex);
356	ConditionDeinit(&threadContext->stateCond);
357
358	MutexDeinit(&threadContext->sync.videoFrameMutex);
359	ConditionWake(&threadContext->sync.videoFrameAvailableCond);
360	ConditionDeinit(&threadContext->sync.videoFrameAvailableCond);
361	ConditionWake(&threadContext->sync.videoFrameRequiredCond);
362	ConditionDeinit(&threadContext->sync.videoFrameRequiredCond);
363
364	ConditionWake(&threadContext->sync.audioRequiredCond);
365	ConditionDeinit(&threadContext->sync.audioRequiredCond);
366	MutexDeinit(&threadContext->sync.audioBufferMutex);
367
368	int i;
369	for (i = 0; i < threadContext->rewindBufferCapacity; ++i) {
370		if (threadContext->rewindBuffer[i]) {
371			GBADeallocateState(threadContext->rewindBuffer[i]);
372		}
373	}
374	free(threadContext->rewindBuffer);
375
376	GBAInputMapDeinit(&threadContext->inputMap);
377
378	if (threadContext->rom) {
379		threadContext->rom->close(threadContext->rom);
380		threadContext->rom = 0;
381	}
382
383	if (threadContext->save) {
384		threadContext->save->close(threadContext->save);
385		threadContext->save = 0;
386	}
387
388	if (threadContext->bios) {
389		threadContext->bios->close(threadContext->bios);
390		threadContext->bios = 0;
391	}
392
393	if (threadContext->patch) {
394		threadContext->patch->close(threadContext->patch);
395		threadContext->patch = 0;
396	}
397
398	if (threadContext->gameDir) {
399		if (threadContext->stateDir == threadContext->gameDir) {
400			threadContext->stateDir = 0;
401		}
402		threadContext->gameDir->close(threadContext->gameDir);
403		threadContext->gameDir = 0;
404	}
405
406	if (threadContext->stateDir) {
407		threadContext->stateDir->close(threadContext->stateDir);
408		threadContext->stateDir = 0;
409	}
410}
411
412void GBAThreadInterrupt(struct GBAThread* threadContext) {
413	MutexLock(&threadContext->stateMutex);
414	threadContext->savedState = threadContext->state;
415	_waitOnInterrupt(threadContext);
416	threadContext->state = THREAD_INTERRUPTING;
417	if (threadContext->debugger && threadContext->debugger->state == DEBUGGER_RUNNING) {
418		threadContext->debugger->state = DEBUGGER_EXITING;
419	}
420	ConditionWake(&threadContext->stateCond);
421	_waitUntilNotState(threadContext, THREAD_INTERRUPTING);
422	MutexUnlock(&threadContext->stateMutex);
423}
424
425void GBAThreadContinue(struct GBAThread* threadContext) {
426	_changeState(threadContext, threadContext->savedState, 1);
427}
428
429void GBAThreadPause(struct GBAThread* threadContext) {
430	bool frameOn = true;
431	MutexLock(&threadContext->stateMutex);
432	_waitOnInterrupt(threadContext);
433	if (threadContext->state == THREAD_RUNNING) {
434		_pauseThread(threadContext, false);
435		frameOn = false;
436	}
437	MutexUnlock(&threadContext->stateMutex);
438
439	_changeVideoSync(&threadContext->sync, frameOn);
440}
441
442void GBAThreadUnpause(struct GBAThread* threadContext) {
443	MutexLock(&threadContext->stateMutex);
444	_waitOnInterrupt(threadContext);
445	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
446		threadContext->state = THREAD_RUNNING;
447		ConditionWake(&threadContext->stateCond);
448	}
449	MutexUnlock(&threadContext->stateMutex);
450
451	_changeVideoSync(&threadContext->sync, true);
452}
453
454bool GBAThreadIsPaused(struct GBAThread* threadContext) {
455	bool isPaused;
456	MutexLock(&threadContext->stateMutex);
457	_waitOnInterrupt(threadContext);
458	isPaused = threadContext->state == THREAD_PAUSED;
459	MutexUnlock(&threadContext->stateMutex);
460	return isPaused;
461}
462
463void GBAThreadTogglePause(struct GBAThread* threadContext) {
464	bool frameOn = true;
465	MutexLock(&threadContext->stateMutex);
466	_waitOnInterrupt(threadContext);
467	if (threadContext->state == THREAD_PAUSED || threadContext->state == THREAD_PAUSING) {
468		threadContext->state = THREAD_RUNNING;
469		ConditionWake(&threadContext->stateCond);
470	} else if (threadContext->state == THREAD_RUNNING) {
471		_pauseThread(threadContext, false);
472		frameOn = false;
473	}
474	MutexUnlock(&threadContext->stateMutex);
475
476	_changeVideoSync(&threadContext->sync, frameOn);
477}
478
479void GBAThreadPauseFromThread(struct GBAThread* threadContext) {
480	bool frameOn = true;
481	MutexLock(&threadContext->stateMutex);
482	_waitOnInterrupt(threadContext);
483	if (threadContext->state == THREAD_RUNNING) {
484		_pauseThread(threadContext, true);
485		frameOn = false;
486	}
487	MutexUnlock(&threadContext->stateMutex);
488
489	_changeVideoSync(&threadContext->sync, frameOn);
490}
491
492#ifdef USE_PTHREADS
493struct GBAThread* GBAThreadGetContext(void) {
494	pthread_once(&_contextOnce, _createTLS);
495	return pthread_getspecific(_contextKey);
496}
497#else
498struct GBAThread* GBAThreadGetContext(void) {
499	InitOnceExecuteOnce(&_contextOnce, _createTLS, NULL, 0);
500	return TlsGetValue(_contextKey);
501}
502#endif
503
504#ifdef USE_PNG
505void GBAThreadTakeScreenshot(struct GBAThread* threadContext) {
506	unsigned stride;
507	void* pixels = 0;
508	struct VFile* vf = VDirOptionalOpenIncrementFile(threadContext->stateDir, threadContext->gba->activeFile, "screenshot", "-", ".png", O_CREAT | O_TRUNC | O_WRONLY);
509	threadContext->gba->video.renderer->getPixels(threadContext->gba->video.renderer, &stride, &pixels);
510	png_structp png = PNGWriteOpen(vf);
511	png_infop info = PNGWriteHeader(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
512	PNGWritePixels(png, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, stride, pixels);
513	PNGWriteClose(png, info);
514	vf->close(vf);
515}
516#endif
517
518void GBASyncPostFrame(struct GBASync* sync) {
519	if (!sync) {
520		return;
521	}
522
523	MutexLock(&sync->videoFrameMutex);
524	++sync->videoFramePending;
525	--sync->videoFrameSkip;
526	if (sync->videoFrameSkip < 0) {
527		do {
528			ConditionWake(&sync->videoFrameAvailableCond);
529			if (sync->videoFrameWait) {
530				ConditionWait(&sync->videoFrameRequiredCond, &sync->videoFrameMutex);
531			}
532		} while (sync->videoFrameWait && sync->videoFramePending);
533	}
534	MutexUnlock(&sync->videoFrameMutex);
535
536	struct GBAThread* thread = GBAThreadGetContext();
537	if (!thread) {
538		return;
539	}
540
541	if (thread->rewindBuffer) {
542		--thread->rewindBufferNext;
543		if (thread->rewindBufferNext <= 0) {
544			thread->rewindBufferNext = thread->rewindBufferInterval;
545			GBARecordFrame(thread);
546		}
547	}
548	if (thread->stream) {
549		thread->stream->postVideoFrame(thread->stream, thread->renderer);
550	}
551	if (thread->frameCallback) {
552		thread->frameCallback(thread);
553	}
554}
555
556bool GBASyncWaitFrameStart(struct GBASync* sync, int frameskip) {
557	if (!sync) {
558		return true;
559	}
560
561	MutexLock(&sync->videoFrameMutex);
562	ConditionWake(&sync->videoFrameRequiredCond);
563	if (!sync->videoFrameOn && !sync->videoFramePending) {
564		return false;
565	}
566	if (sync->videoFrameOn && !sync->videoFramePending) {
567		ConditionWait(&sync->videoFrameAvailableCond, &sync->videoFrameMutex);
568	}
569	sync->videoFramePending = 0;
570	sync->videoFrameSkip = frameskip;
571	return true;
572}
573
574void GBASyncWaitFrameEnd(struct GBASync* sync) {
575	if (!sync) {
576		return;
577	}
578
579	MutexUnlock(&sync->videoFrameMutex);
580}
581
582bool GBASyncDrawingFrame(struct GBASync* sync) {
583	return sync->videoFrameSkip <= 0;
584}
585
586void GBASyncSuspendDrawing(struct GBASync* sync) {
587	_changeVideoSync(sync, false);
588}
589
590void GBASyncResumeDrawing(struct GBASync* sync) {
591	_changeVideoSync(sync, true);
592}
593
594void GBASyncProduceAudio(struct GBASync* sync, bool wait) {
595	if (sync->audioWait && wait) {
596		// TODO loop properly in event of spurious wakeups
597		ConditionWait(&sync->audioRequiredCond, &sync->audioBufferMutex);
598	}
599	MutexUnlock(&sync->audioBufferMutex);
600}
601
602void GBASyncLockAudio(struct GBASync* sync) {
603	MutexLock(&sync->audioBufferMutex);
604}
605
606void GBASyncUnlockAudio(struct GBASync* sync) {
607	MutexUnlock(&sync->audioBufferMutex);
608}
609
610void GBASyncConsumeAudio(struct GBASync* sync) {
611	ConditionWake(&sync->audioRequiredCond);
612	MutexUnlock(&sync->audioBufferMutex);
613}