From d4a1b97ac9358e69bebb42ec92214674cbb055f7 Mon Sep 17 00:00:00 2001 From: ayuanx Date: Wed, 30 Dec 2009 16:26:16 +0000 Subject: [PATCH] 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 --- Source/Core/Core/Src/Core.cpp | 46 +++++++++++++++++++++++------------ 1 file changed, 30 insertions(+), 16 deletions(-) diff --git a/Source/Core/Core/Src/Core.cpp b/Source/Core/Core/Src/Core.cpp index 4e48bde02e..635befa22d 100644 --- a/Source/Core/Core/Src/Core.cpp +++ b/Source/Core/Core/Src/Core.cpp @@ -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; }