mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
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
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@ -102,7 +102,8 @@ SCoreStartupParameter g_CoreStartupParameter;
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// This event is set when the emuthread starts.
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Common::Event emuThreadGoing;
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Common::Event cpuRunloopQuit;
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Common::Event gpuRunloopQuit;
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// Display messages and return values
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// Formatted stop message
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@ -214,14 +215,11 @@ void Stop() // - Hammertime!
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CCPU::StepOpcode(); // Kick it if it's waiting (code stepping wait loop)
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// If dual core mode, the CPU thread should immediately exit here.
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if (_CoreParameter.bCPUThread) {
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if (_CoreParameter.bCPUThread)
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{
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NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
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CPluginManager::GetInstance().GetVideo()->Video_ExitLoop();
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}
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// Wait until the CPU finishes exiting the main run loop
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cpuRunloopQuit.Wait();
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cpuRunloopQuit.Shutdown();
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// At this point, we must be out of the CPU:s runloop.
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// Video_EnterLoop() should now exit so that EmuThread() will continue concurrently with the rest
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// of the commands in this function. We no longer rely on Postmessage.
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@ -293,6 +291,16 @@ THREAD_RETURN CpuThread(void *pArg)
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// Enter CPU run loop. When we leave it - we are done.
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CCPU::Run();
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// The shutdown function of OpenGL is not thread safe
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// So we have to do it here
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if (!_CoreParameter.bCPUThread)
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{
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// Wait for GPU loop to exit
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gpuRunloopQuit.Wait();
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Plugins.ShutdownVideoPlugin();
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}
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cpuRunloopQuit.Set();
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return 0;
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}
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@ -302,6 +310,7 @@ THREAD_RETURN CpuThread(void *pArg)
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THREAD_RETURN EmuThread(void *pArg)
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{
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cpuRunloopQuit.Init();
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gpuRunloopQuit.Init();
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Common::SetCurrentThreadName("Emuthread - starting");
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const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
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@ -448,12 +457,15 @@ THREAD_RETURN EmuThread(void *pArg)
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#endif
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}
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// Write message
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if (g_pUpdateFPSDisplay != NULL) g_pUpdateFPSDisplay("Stopping...");
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NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Stop() and Video Loop Ended").c_str());
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// We have now exited the Video Loop
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gpuRunloopQuit.Set();
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// Wait for cpu loop to exit
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cpuRunloopQuit.Wait();
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if (cpuThread)
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{
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WARN_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU thread ...").c_str());
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NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU thread ...").c_str());
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// There is a CPU thread - join it.
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#ifdef _WIN32
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DWORD Wait = cpuThread->WaitForDeath(3000);
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@ -479,16 +491,18 @@ THREAD_RETURN EmuThread(void *pArg)
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// Returns after game exited
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cpuThread = NULL;
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}
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NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Stop() and Video Loop Ended").c_str());
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// We have now exited the Video Loop and will shut down
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// We must set up this flag before executing HW::Shutdown()
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g_bHwInit = false;
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// Stop audio thread.
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Plugins.GetDSP()->DSP_StopSoundStream();
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WARN_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down plugins").c_str());
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// For single core mode, video plugin is already shut down
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// but doing it again doesn't hurt
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Plugins.ShutdownVideoPlugin();
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WARN_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down plugins").c_str());
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Plugins.ShutdownPlugins();
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NOTICE_LOG(CONSOLE, "%s", StopMessage(false, "Plugins shutdown").c_str());
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@ -499,9 +513,9 @@ THREAD_RETURN EmuThread(void *pArg)
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NOTICE_LOG(CONSOLE, "%s", StopMessage(true, "Main thread stopped").c_str());
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NOTICE_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutdown complete ----");
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cpuRunloopQuit.Shutdown();
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gpuRunloopQuit.Shutdown();
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g_bStopping = false;
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cpuRunloopQuit.Set();
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return 0;
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}
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