This seems to dramatically improve most games (especially with --vsync=false), though it may cause swap issues with others. New code should be easier to port, and enables elemental-forms to be drawn for any emulator UI.
141 lines
3.8 KiB
C++
141 lines
3.8 KiB
C++
/**
|
|
******************************************************************************
|
|
* Xenia : Xbox 360 Emulator Research Project *
|
|
******************************************************************************
|
|
* Copyright 2014 Ben Vanik. All rights reserved. *
|
|
* Released under the BSD license - see LICENSE in the root for more details. *
|
|
******************************************************************************
|
|
*/
|
|
|
|
#include "xenia/ui/loop_win.h"
|
|
|
|
#include "xenia/base/assert.h"
|
|
|
|
namespace xe {
|
|
namespace ui {
|
|
|
|
const DWORD kWmWin32LoopPost = WM_APP + 0x100;
|
|
const DWORD kWmWin32LoopQuit = WM_APP + 0x101;
|
|
|
|
class PostedFn {
|
|
public:
|
|
explicit PostedFn(std::function<void()> fn) : fn_(std::move(fn)) {}
|
|
void Call() { fn_(); }
|
|
|
|
private:
|
|
std::function<void()> fn_;
|
|
};
|
|
|
|
std::unique_ptr<Loop> Loop::Create() { return std::make_unique<Win32Loop>(); }
|
|
|
|
Win32Loop::Win32Loop() : thread_id_(0) {
|
|
timer_queue_ = CreateTimerQueue();
|
|
|
|
xe::threading::Fence init_fence;
|
|
thread_ = std::thread([&init_fence, this]() {
|
|
xe::threading::set_name("Win32 Loop");
|
|
thread_id_ = GetCurrentThreadId();
|
|
|
|
// Make a Win32 call to enable the thread queue.
|
|
MSG msg;
|
|
PeekMessage(&msg, NULL, WM_USER, WM_USER, PM_NOREMOVE);
|
|
|
|
init_fence.Signal();
|
|
|
|
ThreadMain();
|
|
|
|
quit_fence_.Signal();
|
|
});
|
|
init_fence.Wait();
|
|
}
|
|
|
|
Win32Loop::~Win32Loop() {
|
|
Quit();
|
|
thread_.join();
|
|
|
|
DeleteTimerQueueEx(timer_queue_, INVALID_HANDLE_VALUE);
|
|
std::lock_guard<xe::mutex> lock(pending_timers_mutex_);
|
|
while (!pending_timers_.empty()) {
|
|
auto timer = pending_timers_.back();
|
|
pending_timers_.pop_back();
|
|
delete timer;
|
|
}
|
|
}
|
|
|
|
void Win32Loop::ThreadMain() {
|
|
MSG msg;
|
|
while (GetMessage(&msg, nullptr, 0, 0)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
switch (msg.message) {
|
|
case kWmWin32LoopPost:
|
|
if (msg.wParam == reinterpret_cast<WPARAM>(this)) {
|
|
auto posted_fn = reinterpret_cast<PostedFn*>(msg.lParam);
|
|
posted_fn->Call();
|
|
delete posted_fn;
|
|
}
|
|
break;
|
|
case kWmWin32LoopQuit:
|
|
if (msg.wParam == reinterpret_cast<WPARAM>(this)) {
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
UIEvent e(nullptr);
|
|
on_quit(e);
|
|
}
|
|
|
|
void Win32Loop::Post(std::function<void()> fn) {
|
|
assert_true(thread_id_ != 0);
|
|
if (!PostThreadMessage(
|
|
thread_id_, kWmWin32LoopPost, reinterpret_cast<WPARAM>(this),
|
|
reinterpret_cast<LPARAM>(new PostedFn(std::move(fn))))) {
|
|
assert_always("Unable to post message to thread queue");
|
|
}
|
|
}
|
|
|
|
void Win32Loop::TimerQueueCallback(void* context, uint8_t) {
|
|
auto timer = reinterpret_cast<PendingTimer*>(context);
|
|
auto loop = timer->loop;
|
|
auto fn = std::move(timer->fn);
|
|
DeleteTimerQueueTimer(timer->timer_queue, timer->timer_handle, NULL);
|
|
{
|
|
std::lock_guard<xe::mutex> lock(loop->pending_timers_mutex_);
|
|
loop->pending_timers_.remove(timer);
|
|
}
|
|
delete timer;
|
|
loop->Post(std::move(fn));
|
|
}
|
|
|
|
void Win32Loop::PostDelayed(std::function<void()> fn, uint64_t delay_millis) {
|
|
if (!delay_millis) {
|
|
Post(std::move(fn));
|
|
return;
|
|
}
|
|
auto timer = new PendingTimer();
|
|
timer->loop = this;
|
|
timer->timer_queue = timer_queue_;
|
|
timer->fn = std::move(fn);
|
|
{
|
|
std::lock_guard<xe::mutex> lock(pending_timers_mutex_);
|
|
pending_timers_.push_back(timer);
|
|
}
|
|
CreateTimerQueueTimer(&timer->timer_handle, timer_queue_,
|
|
WAITORTIMERCALLBACK(TimerQueueCallback), timer,
|
|
DWORD(delay_millis), 0,
|
|
WT_EXECUTEINTIMERTHREAD | WT_EXECUTEONLYONCE);
|
|
}
|
|
|
|
void Win32Loop::Quit() {
|
|
assert_true(thread_id_ != 0);
|
|
PostThreadMessage(thread_id_, kWmWin32LoopQuit,
|
|
reinterpret_cast<WPARAM>(this), 0);
|
|
}
|
|
|
|
void Win32Loop::AwaitQuit() { quit_fence_.Wait(); }
|
|
|
|
} // namespace ui
|
|
} // namespace xe
|