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The workaround was added in0446a58. The underlying problem is that we must not destroy the surface while the video backend is initializing, otherwise the video backend may reference nullptr. I've also cleaned up the logic for when to destroy the surface. Note that the comment in EmulationFragment.java about only being able to destroy the surface when emulation is running is not true anymore (due tode632fc, it seems like).
115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// Core
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// The external interface to the emulator core. Plus some extras.
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// This is another part of the emu that needs cleaning - Core.cpp really has
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// too much random junk inside.
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#pragma once
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#include <functional>
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#include <memory>
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#include <string>
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#include <string_view>
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#include "Common/CommonTypes.h"
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struct BootParameters;
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struct WindowSystemInfo;
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namespace Core
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{
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bool GetIsThrottlerTempDisabled();
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void SetIsThrottlerTempDisabled(bool disable);
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void Callback_VideoCopiedToXFB(bool video_update);
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enum class State
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{
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Uninitialized,
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Paused,
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Running,
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Stopping,
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Starting,
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};
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bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi);
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void Stop();
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void Shutdown();
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void DeclareAsCPUThread();
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void UndeclareAsCPUThread();
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std::string StopMessage(bool main_thread, std::string_view message);
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bool IsRunning();
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsGPUThread();
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bool WantsDeterminism();
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// [NOT THREADSAFE] For use by Host only
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void SetState(State state);
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State GetState();
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void WaitUntilDoneBooting();
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void SaveScreenShot(bool wait_for_completion = false);
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void SaveScreenShot(std::string_view name, bool wait_for_completion = false);
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void Callback_WiimoteInterruptChannel(int number, u16 channel_id, const u8* data, u32 size);
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// This displays messages in a user-visible way.
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void DisplayMessage(std::string message, int time_in_ms);
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void FrameUpdateOnCPUThread();
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void OnFrameEnd();
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void VideoThrottle();
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void RequestRefreshInfo();
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void UpdateTitle();
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// Run a function as the CPU thread.
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//
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// If called from the Host thread, the CPU thread is paused and the current thread temporarily
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// becomes the CPU thread while running the function.
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// If called from the CPU thread, the function will be run directly.
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//
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// This should only be called from the CPU thread or the host thread.
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void RunAsCPUThread(std::function<void()> function);
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// Run a function on the CPU thread, asynchronously.
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// This is only valid to call from the host thread, since it uses PauseAndLock() internally.
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void RunOnCPUThread(std::function<void()> function, bool wait_for_completion);
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// for calling back into UI code without introducing a dependency on it in core
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using StateChangedCallbackFunc = std::function<void(Core::State)>;
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void SetOnStateChangedCallback(StateChangedCallbackFunc callback);
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// Run on the Host thread when the factors change. [NOT THREADSAFE]
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void UpdateWantDeterminism(bool initial = false);
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// Queue an arbitrary function to asynchronously run once on the Host thread later.
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// Threadsafe. Can be called by any thread, including the Host itself.
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// Jobs will be executed in RELATIVE order. If you queue 2 jobs from the same thread
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// then they will be executed in the order they were queued; however, there is no
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// global order guarantee across threads - jobs from other threads may execute in
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// between.
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// NOTE: Make sure the jobs check the global state instead of assuming everything is
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// still the same as when the job was queued.
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// NOTE: Jobs that are not set to run during stop will be discarded instead.
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void QueueHostJob(std::function<void()> job, bool run_during_stop = false);
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// Should be called periodically by the Host to run pending jobs.
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// WMUserJobDispatch will be sent when something is added to the queue.
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void HostDispatchJobs();
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void DoFrameStep();
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} // namespace Core
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