Qt: Use signals for emu_thread start/stop and fix disasm widget.

This commit is contained in:
bunnei 2015-04-29 00:01:41 -04:00
parent e4ea133717
commit 43cf424907
6 changed files with 138 additions and 79 deletions

View file

@ -15,6 +15,7 @@
#include "common/logging/log.h"
#include "common/logging/backend.h"
#include "common/logging/filter.h"
#include "common/make_unique.h"
#include "common/platform.h"
#include "common/scope_exit.h"
@ -55,14 +56,14 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
ui.setupUi(this);
statusBar()->hide();
render_window = new GRenderWindow(this, *this);
render_window = new GRenderWindow(this, emu_thread.get());
render_window->hide();
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
disasmWidget = new DisassemblerWidget(this, *this);
disasmWidget = new DisassemblerWidget(this, emu_thread.get());
addDockWidget(Qt::BottomDockWidgetArea, disasmWidget);
disasmWidget->hide();
@ -138,14 +139,10 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
connect(emu_thread, SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread, SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread, SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread, SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread, SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread, SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(this, SIGNAL(EmulationStarted(EmuThread*)), disasmWidget, SLOT(OnEmulationStarted(EmuThread*)));
connect(this, SIGNAL(EmulationStopped()), disasmWidget, SLOT(OnEmulationStopped()));
connect(this, SIGNAL(EmulationStarted(EmuThread*)), render_window, SLOT(OnEmulationStarted(EmuThread*)));
connect(this, SIGNAL(EmulationStopped()), render_window, SLOT(OnEmulationStopped()));
// Setup hotkeys
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
@ -199,35 +196,62 @@ void GMainWindow::OnDisplayTitleBars(bool show)
void GMainWindow::BootGame(std::string filename) {
LOG_INFO(Frontend, "Citra starting...\n");
// Initialize the core emulation
System::Init(render_window);
// Load a game or die...
// Load the game
if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) {
LOG_CRITICAL(Frontend, "Failed to load ROM!");
System::Shutdown();
return;
}
disasmWidget->Init();
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
emu_thread = new EmuThread(render_window);
// Create and start the emulation thread
emu_thread = Common::make_unique<EmuThread>(render_window);
emit EmulationStarted(emu_thread.get());
emu_thread->start();
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
// Update the GUI
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
render_window->show();
OnStartGame();
}
void GMainWindow::ShutdownGame() {
// Shutdown the emulation thread and wait for it to complete
emu_thread->SetRunning(false);
emu_thread->Shutdown();
emu_thread->wait();
delete emu_thread;
emu_thread = nullptr;
// Shutdown the emulation thread
emu_thread->RequestShutdown();
// Disconnect signals that are attached to the current emulation thread
disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()));
disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()));
disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()));
disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()));
disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()));
disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()));
// Release emu threads from any breakpoints
// This belongs after RequestShutdown() and before wait() because if emulation stops on a GPU
// breakpoint after (or before) RequestShutdown() is called, the emulation would never be able
// to continue out to the main loop and terminate. Thus wait() would hang forever.
// TODO(bunnei): This function is not thread safe, but it's being used as if it were
Pica::g_debug_context->ClearBreakpoints();
emit EmulationStopped();
// Wait for emulation thread to complete and delete it
emu_thread->wait();
emu_thread = nullptr;
// Shutdown the core emulation
System::Shutdown();