dolphin/Source/Core/DolphinQt/Host.cpp
Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00

321 lines
8.2 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Host.h"
#include <functional>
#include <QAbstractEventDispatcher>
#include <QApplication>
#include <QLocale>
#include <imgui.h>
#ifdef _WIN32
#include <windows.h>
#endif
#include "Common/Common.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Debugger/PPCDebugInterface.h"
#include "Core/Host.h"
#include "Core/NetPlayProto.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.h"
#ifdef HAS_LIBMGBA
#include "DolphinQt/GBAWidget.h"
#endif
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "UICommon/DiscordPresence.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Fifo.cpp"
#include "VideoCommon/Present.h"
#include "VideoCommon/VideoConfig.h"
static thread_local bool tls_is_host_thread = false;
Host::Host()
{
State::SetOnAfterLoadCallback([] { Host_UpdateDisasmDialog(); });
}
Host::~Host()
{
State::SetOnAfterLoadCallback(nullptr);
}
Host* Host::GetInstance()
{
static Host* s_instance = new Host();
return s_instance;
}
void Host::DeclareAsHostThread()
{
tls_is_host_thread = true;
}
bool Host::IsHostThread()
{
return tls_is_host_thread;
}
void Host::SetRenderHandle(void* handle)
{
m_render_to_main = Config::Get(Config::MAIN_RENDER_TO_MAIN);
if (m_render_handle == handle)
return;
m_render_handle = handle;
if (g_presenter)
{
g_presenter->ChangeSurface(handle);
g_controller_interface.ChangeWindow(handle);
}
}
void Host::SetMainWindowHandle(void* handle)
{
m_main_window_handle = handle;
}
static void RunWithGPUThreadInactive(std::function<void()> f)
{
// Potentially any thread which shows panic alerts can be blocked on this returning.
// This means that, in order to avoid deadlocks, we need to be careful with how we
// synchronize with other threads. Note that the panic alert handler temporarily declares
// us as the CPU and/or GPU thread if the panic alert was requested by that thread.
// TODO: What about the unlikely case where the GPU thread calls the panic alert handler
// while the panic alert handler is processing a panic alert from the CPU thread?
if (Core::IsGPUThread())
{
// If we are the GPU thread, we can't call Core::PauseAndLock without getting a deadlock,
// since it would try to pause the GPU thread while that thread is waiting for us.
// However, since we know that the GPU thread is inactive, we can just run f directly.
f();
}
else if (Core::IsCPUThread())
{
// If we are the CPU thread in dual core mode, we can't call Core::PauseAndLock, for the
// same reason as above. Instead, we use Fifo::PauseAndLock to pause the GPU thread only.
// (Note that this case cannot be reached in single core mode, because in single core mode,
// the CPU and GPU threads are the same thread, and we already checked for the GPU thread.)
const bool was_running = Core::GetState() == Core::State::Running;
auto& system = Core::System::GetInstance();
auto& fifo = system.GetFifo();
fifo.PauseAndLock(system, true, was_running);
f();
fifo.PauseAndLock(system, false, was_running);
}
else
{
// If we reach here, we can call Core::PauseAndLock (which we do using RunAsCPUThread).
Core::RunAsCPUThread(std::move(f));
}
}
bool Host::GetRenderFocus()
{
#ifdef _WIN32
// Unfortunately Qt calls SetRenderFocus() with a slight delay compared to what we actually need
// to avoid inputs that cause a focus loss to be processed by the emulation
if (m_render_to_main && !m_render_fullscreen)
return GetForegroundWindow() == (HWND)m_main_window_handle.load();
return GetForegroundWindow() == (HWND)m_render_handle.load();
#else
return m_render_focus;
#endif
}
bool Host::GetRenderFullFocus()
{
return m_render_full_focus;
}
void Host::SetRenderFocus(bool focus)
{
m_render_focus = focus;
if (g_gfx && m_render_fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
{
RunWithGPUThreadInactive([focus] {
if (!Config::Get(Config::MAIN_RENDER_TO_MAIN))
g_gfx->SetFullscreen(focus);
});
}
}
void Host::SetRenderFullFocus(bool focus)
{
m_render_full_focus = focus;
}
bool Host::GetGBAFocus()
{
#ifdef HAS_LIBMGBA
return qobject_cast<GBAWidget*>(QApplication::activeWindow()) != nullptr;
#else
return false;
#endif
}
bool Host::GetRenderFullscreen()
{
return m_render_fullscreen;
}
void Host::SetRenderFullscreen(bool fullscreen)
{
m_render_fullscreen = fullscreen;
if (g_gfx && g_gfx->IsFullscreen() != fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
{
RunWithGPUThreadInactive([fullscreen] { g_gfx->SetFullscreen(fullscreen); });
}
}
void Host::ResizeSurface(int new_width, int new_height)
{
if (g_presenter)
g_presenter->ResizeSurface();
}
std::vector<std::string> Host_GetPreferredLocales()
{
const QStringList ui_languages = QLocale::system().uiLanguages();
std::vector<std::string> converted_languages(ui_languages.size());
for (int i = 0; i < ui_languages.size(); ++i)
converted_languages[i] = ui_languages[i].toStdString();
return converted_languages;
}
void Host_Message(HostMessageID id)
{
if (id == HostMessageID::WMUserStop)
{
emit Host::GetInstance()->RequestStop();
}
else if (id == HostMessageID::WMUserJobDispatch)
{
// Just poke the main thread to get it to wake up, job dispatch
// will happen automatically before it goes back to sleep again.
QAbstractEventDispatcher::instance(qApp->thread())->wakeUp();
}
}
void Host_UpdateTitle(const std::string& title)
{
emit Host::GetInstance()->RequestTitle(QString::fromStdString(title));
}
bool Host_RendererHasFocus()
{
return Host::GetInstance()->GetRenderFocus() || Host::GetInstance()->GetGBAFocus();
}
bool Host_RendererHasFullFocus()
{
return Host::GetInstance()->GetRenderFullFocus();
}
bool Host_RendererIsFullscreen()
{
return Host::GetInstance()->GetRenderFullscreen();
}
void Host_YieldToUI()
{
qApp->processEvents(QEventLoop::ExcludeUserInputEvents);
}
void Host_UpdateDisasmDialog()
{
QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); });
}
void Host::RequestNotifyMapLoaded()
{
QueueOnObject(QApplication::instance(), [this] { emit NotifyMapLoaded(); });
}
void Host_NotifyMapLoaded()
{
Host::GetInstance()->RequestNotifyMapLoaded();
}
// We ignore these, and their purpose should be questioned individually.
// In particular, RequestRenderWindowSize, RequestFullscreen, and
// UpdateMainFrame should almost certainly be removed.
void Host_UpdateMainFrame()
{
}
void Host_RequestRenderWindowSize(int w, int h)
{
emit Host::GetInstance()->RequestRenderSize(w, h);
}
bool Host_UIBlocksControllerState()
{
return ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard;
}
void Host_RefreshDSPDebuggerWindow()
{
}
void Host_TitleChanged()
{
#ifdef USE_DISCORD_PRESENCE
// TODO: Not sure if the NetPlay check is needed.
if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
}
void Host_UpdateDiscordClientID(const std::string& client_id)
{
#ifdef USE_DISCORD_PRESENCE
Discord::UpdateClientID(client_id);
#endif
}
bool Host_UpdateDiscordPresenceRaw(const std::string& details, const std::string& state,
const std::string& large_image_key,
const std::string& large_image_text,
const std::string& small_image_key,
const std::string& small_image_text,
const int64_t start_timestamp, const int64_t end_timestamp,
const int party_size, const int party_max)
{
#ifdef USE_DISCORD_PRESENCE
return Discord::UpdateDiscordPresenceRaw(details, state, large_image_key, large_image_text,
small_image_key, small_image_text, start_timestamp,
end_timestamp, party_size, party_max);
#else
return false;
#endif
}
#ifndef HAS_LIBMGBA
std::unique_ptr<GBAHostInterface> Host_CreateGBAHost(std::weak_ptr<HW::GBA::Core> core)
{
return nullptr;
}
#endif