mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-29 10:32:30 -06:00
961a7b59c9
Until we get a on screen display or async shader loading, we should at least have some measure of progress in the meantime. This is 90% a port from the loading screen I made for yuzu, but with a slightly different changed detection for when to display the ETA. Now we keep track of a rolling estimate for shader load ETA and only display a ETA if its going to take longer than 10 seconds.
230 lines
6.1 KiB
C++
230 lines
6.1 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <QThread>
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#include <QWidget>
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#include <QWindow>
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#include "common/thread.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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class QKeyEvent;
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class QScreen;
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class QTouchEvent;
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class QOffscreenSurface;
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class QOpenGLContext;
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class GMainWindow;
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class GRenderWindow;
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namespace VideoCore {
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enum class LoadCallbackStage;
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}
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class GLContext : public Frontend::GraphicsContext {
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public:
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explicit GLContext(QOpenGLContext* shared_context);
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void MakeCurrent() override;
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void DoneCurrent() override;
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private:
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QOpenGLContext* context;
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QOffscreenSurface* surface;
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};
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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(Frontend::GraphicsContext& context);
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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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* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
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* @note This function is thread-safe
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*/
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void ExecStep() {
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exec_step = true;
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running_cv.notify_all();
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}
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/**
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* Sets whether the emulation thread is running or not
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* @param running Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
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*/
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void SetRunning(bool running) {
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std::unique_lock lock{running_mutex};
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this->running = running;
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lock.unlock();
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running_cv.notify_all();
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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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* @note This function is thread-safe
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*/
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bool IsRunning() const {
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return running;
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}
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/**
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* Requests for the emulation thread to stop running
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*/
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void RequestStop() {
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stop_run = true;
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SetRunning(false);
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};
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private:
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bool exec_step = false;
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bool running = false;
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std::atomic<bool> stop_run{false};
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std::mutex running_mutex;
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std::condition_variable running_cv;
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Frontend::GraphicsContext& core_context;
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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 ErrorThrown(Core::System::ResultStatus, std::string);
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void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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};
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class OpenGLWindow : public QWindow {
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Q_OBJECT
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public:
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explicit OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context);
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~OpenGLWindow();
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void Present();
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protected:
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bool event(QEvent* event) override;
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void exposeEvent(QExposeEvent* event) override;
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private:
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QOpenGLContext* context;
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QWidget* event_handler;
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};
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class GRenderWindow : public QWidget, public Frontend::EmuWindow {
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Q_OBJECT
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public:
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GRenderWindow(QWidget* parent, EmuThread* emu_thread);
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~GRenderWindow() override;
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// EmuWindow implementation.
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void MakeCurrent() override;
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void DoneCurrent() override;
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void PollEvents() override;
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std::unique_ptr<Frontend::GraphicsContext> CreateSharedContext() const override;
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void BackupGeometry();
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void RestoreGeometry();
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void restoreGeometry(const QByteArray& geometry); // overridden
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QByteArray saveGeometry(); // overridden
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qreal windowPixelRatio() const;
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void closeEvent(QCloseEvent* event) override;
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void resizeEvent(QResizeEvent* event) override;
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void keyPressEvent(QKeyEvent* event) override;
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void keyReleaseEvent(QKeyEvent* event) override;
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void mousePressEvent(QMouseEvent* event) override;
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void mouseMoveEvent(QMouseEvent* event) override;
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void mouseReleaseEvent(QMouseEvent* event) override;
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bool event(QEvent* event) override;
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void focusOutEvent(QFocusEvent* event) override;
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void InitRenderTarget();
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/// Destroy the previous run's child_widget which should also destroy the child_window
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void ReleaseRenderTarget();
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void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
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public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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void OnFramebufferSizeChanged();
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signals:
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/// Emitted when the window is closed
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void Closed();
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/**
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* Emitted when the guest first calls SwapBuffers. This is used to hide the loading screen
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*/
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void FirstFrameDisplayed();
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private:
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std::pair<u32, u32> ScaleTouch(QPointF pos) const;
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void TouchBeginEvent(const QTouchEvent* event);
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void TouchUpdateEvent(const QTouchEvent* event);
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void TouchEndEvent();
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void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
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std::unique_ptr<GraphicsContext> core_context;
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QByteArray geometry;
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/// Native window handle that backs this presentation widget
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QWindow* child_window = nullptr;
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/// In order to embed the window into GRenderWindow, you need to use createWindowContainer to
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/// put the child_window into a widget then add it to the layout. This child_widget can be
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/// parented to GRenderWindow and use Qt's lifetime system
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QWidget* child_widget = nullptr;
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EmuThread* emu_thread;
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/// Temporary storage of the screenshot taken
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QImage screenshot_image;
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bool first_frame = false;
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protected:
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void showEvent(QShowEvent* event) override;
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};
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