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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
bootmanager: Use std::stop_source for stopping emulation
Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback.
This commit is contained in:
parent
0485b8e84b
commit
4009ae1da2
8 changed files with 18 additions and 18 deletions
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@ -4,10 +4,10 @@
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#pragma once
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#include <atomic>
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#include <functional>
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#include <optional>
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#include <span>
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#include <stop_token>
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#include "common/common_types.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/gpu.h"
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@ -123,7 +123,7 @@ public:
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virtual void UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {}
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/// Initialize disk cached resources for the game being emulated
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virtual void LoadDiskResources(u64 title_id, const std::atomic_bool& stop_loading,
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virtual void LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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const DiskResourceLoadCallback& callback) {}
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/// Grant access to the Guest Driver Profile for recording/obtaining info on the guest driver.
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@ -351,7 +351,7 @@ void RasterizerOpenGL::SetupShaders(bool is_indexed) {
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}
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}
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void RasterizerOpenGL::LoadDiskResources(u64 title_id, const std::atomic_bool& stop_loading,
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void RasterizerOpenGL::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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shader_cache.LoadDiskCache(title_id, stop_loading, callback);
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}
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@ -94,7 +94,7 @@ public:
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const Tegra::Engines::Fermi2D::Config& copy_config) override;
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bool AccelerateDisplay(const Tegra::FramebufferConfig& config, VAddr framebuffer_addr,
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u32 pixel_stride) override;
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void LoadDiskResources(u64 title_id, const std::atomic_bool& stop_loading,
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void LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) override;
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/// Returns true when there are commands queued to the OpenGL server.
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@ -331,7 +331,7 @@ ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer_,
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ShaderCacheOpenGL::~ShaderCacheOpenGL() = default;
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void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop_loading,
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void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, std::stop_token stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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disk_cache.BindTitleID(title_id);
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const std::optional transferable = disk_cache.LoadTransferable();
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@ -372,7 +372,7 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop
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const auto scope = context->Acquire();
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for (std::size_t i = begin; i < end; ++i) {
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if (stop_loading) {
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if (stop_loading.stop_requested()) {
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return;
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}
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const auto& entry = (*transferable)[i];
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@ -435,7 +435,7 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop
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precompiled_cache_altered = true;
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return;
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}
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if (stop_loading) {
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if (stop_loading.stop_requested()) {
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return;
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}
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@ -127,7 +127,7 @@ public:
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~ShaderCacheOpenGL() override;
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/// Loads disk cache for the current game
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void LoadDiskCache(u64 title_id, const std::atomic_bool& stop_loading,
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void LoadDiskCache(u64 title_id, std::stop_token stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback);
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/// Gets the current specified shader stage program
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@ -51,11 +51,11 @@ void EmuThread::run() {
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Common::SetCurrentThreadName(name.c_str());
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auto& system = Core::System::GetInstance();
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auto& gpu = system.GPU();
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auto stop_token = stop_source.get_token();
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system.RegisterHostThread();
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auto& gpu = system.GPU();
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// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
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// execution.
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gpu.Start();
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@ -65,7 +65,7 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), stop_run,
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system.CurrentProcess()->GetTitleID(), stop_token,
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[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
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emit LoadProgress(stage, value, total);
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});
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@ -78,7 +78,7 @@ void EmuThread::run() {
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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bool was_active = false;
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while (!stop_run) {
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while (!stop_token.stop_requested()) {
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if (running) {
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if (was_active) {
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emit DebugModeLeft();
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@ -100,7 +100,7 @@ void EmuThread::run() {
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}
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running_guard = false;
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if (!stop_run) {
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if (!stop_token.stop_requested()) {
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was_active = true;
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emit DebugModeEntered();
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}
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@ -108,7 +108,7 @@ void EmuThread::run() {
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UNIMPLEMENTED();
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} else {
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std::unique_lock lock{running_mutex};
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running_cv.wait(lock, [this] { return IsRunning() || exec_step || stop_run; });
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running_cv.wait(lock, stop_token, [this] { return IsRunning() || exec_step; });
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}
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}
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@ -89,16 +89,16 @@ public:
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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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stop_source.request_stop();
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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::stop_source stop_source;
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std::mutex running_mutex;
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std::condition_variable running_cv;
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std::condition_variable_any running_cv;
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Common::Event running_wait{};
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std::atomic_bool running_guard{false};
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@ -219,7 +219,7 @@ int main(int argc, char** argv) {
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system.GPU().Start();
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), false,
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system.CurrentProcess()->GetTitleID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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void(system.Run());
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