Fixed OpenGL shutdown issue in single core mode.

Thanks to sl1nk3.s

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4758 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx 2009-12-30 16:26:16 +00:00
parent 75a3e391a0
commit d4a1b97ac9

View file

@ -102,7 +102,8 @@ SCoreStartupParameter g_CoreStartupParameter;
// This event is set when the emuthread starts.
Common::Event emuThreadGoing;
Common::Event cpuRunloopQuit;
Common::Event gpuRunloopQuit;
// Display messages and return values
// Formatted stop message
@ -214,14 +215,11 @@ void Stop() // - Hammertime!
CCPU::StepOpcode(); // Kick it if it's waiting (code stepping wait loop)
// If dual core mode, the CPU thread should immediately exit here.
if (_CoreParameter.bCPUThread) {
if (_CoreParameter.bCPUThread)
{
NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
CPluginManager::GetInstance().GetVideo()->Video_ExitLoop();
}
// Wait until the CPU finishes exiting the main run loop
cpuRunloopQuit.Wait();
cpuRunloopQuit.Shutdown();
// At this point, we must be out of the CPU:s runloop.
// Video_EnterLoop() should now exit so that EmuThread() will continue concurrently with the rest
// of the commands in this function. We no longer rely on Postmessage.
@ -293,6 +291,16 @@ THREAD_RETURN CpuThread(void *pArg)
// Enter CPU run loop. When we leave it - we are done.
CCPU::Run();
// The shutdown function of OpenGL is not thread safe
// So we have to do it here
if (!_CoreParameter.bCPUThread)
{
// Wait for GPU loop to exit
gpuRunloopQuit.Wait();
Plugins.ShutdownVideoPlugin();
}
cpuRunloopQuit.Set();
return 0;
}
@ -302,6 +310,7 @@ THREAD_RETURN CpuThread(void *pArg)
THREAD_RETURN EmuThread(void *pArg)
{
cpuRunloopQuit.Init();
gpuRunloopQuit.Init();
Common::SetCurrentThreadName("Emuthread - starting");
const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
@ -448,12 +457,15 @@ THREAD_RETURN EmuThread(void *pArg)
#endif
}
// Write message
if (g_pUpdateFPSDisplay != NULL) g_pUpdateFPSDisplay("Stopping...");
NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Stop() and Video Loop Ended").c_str());
// We have now exited the Video Loop
gpuRunloopQuit.Set();
// Wait for cpu loop to exit
cpuRunloopQuit.Wait();
if (cpuThread)
{
WARN_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU thread ...").c_str());
NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU thread ...").c_str());
// There is a CPU thread - join it.
#ifdef _WIN32
DWORD Wait = cpuThread->WaitForDeath(3000);
@ -479,16 +491,18 @@ THREAD_RETURN EmuThread(void *pArg)
// Returns after game exited
cpuThread = NULL;
}
NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Stop() and Video Loop Ended").c_str());
// We have now exited the Video Loop and will shut down
// We must set up this flag before executing HW::Shutdown()
g_bHwInit = false;
// Stop audio thread.
Plugins.GetDSP()->DSP_StopSoundStream();
WARN_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down plugins").c_str());
// For single core mode, video plugin is already shut down
// but doing it again doesn't hurt
Plugins.ShutdownVideoPlugin();
WARN_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down plugins").c_str());
Plugins.ShutdownPlugins();
NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Plugins shutdown").c_str());
@ -499,9 +513,9 @@ THREAD_RETURN EmuThread(void *pArg)
NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Main thread stopped").c_str());
NOTICE_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutdown complete ----");
cpuRunloopQuit.Shutdown();
gpuRunloopQuit.Shutdown();
g_bStopping = false;
cpuRunloopQuit.Set();
return 0;
}