core: Partially persist emulation state across game boots.

This commit is contained in:
bunnei 2022-09-10 01:48:15 -07:00
parent 1b787adbd0
commit a4d11f4427
8 changed files with 65 additions and 58 deletions

View file

@ -40,7 +40,17 @@ struct CoreTiming::Event {
CoreTiming::CoreTiming()
: clock{Common::CreateBestMatchingClock(Hardware::BASE_CLOCK_RATE, Hardware::CNTFREQ)} {}
CoreTiming::~CoreTiming() = default;
CoreTiming::~CoreTiming() {
paused = true;
shutting_down = true;
pause_event.Set();
event.Set();
if (timer_thread) {
timer_thread->join();
}
timer_thread.reset();
has_started = false;
}
void CoreTiming::ThreadEntry(CoreTiming& instance) {
constexpr char name[] = "HostTiming";
@ -65,17 +75,8 @@ void CoreTiming::Initialize(std::function<void()>&& on_thread_init_) {
}
}
void CoreTiming::Shutdown() {
paused = true;
shutting_down = true;
pause_event.Set();
event.Set();
if (timer_thread) {
timer_thread->join();
}
ClearPendingEvents();
timer_thread.reset();
has_started = false;
void CoreTiming::ClearPendingEvents() {
event_queue.clear();
}
void CoreTiming::Pause(bool is_paused) {
@ -196,10 +197,6 @@ u64 CoreTiming::GetClockTicks() const {
return CpuCyclesToClockCycles(ticks);
}
void CoreTiming::ClearPendingEvents() {
event_queue.clear();
}
void CoreTiming::RemoveEvent(const std::shared_ptr<EventType>& event_type) {
std::scoped_lock lock{basic_lock};