mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Core Stop and Start: Fixed stop and start again by avoiding FreeLibrary() of the OpenGL plugin, and avoiding a crash in its ShutDown() function. You need to use SETUP_FREE_PLUGIN_ON_BOOT to compile with this option that works on my system. Also, I noticed that I don't need the SETUP_AVOID_CHILD_WINDOW_RENDERING_HANG anymore, I can now delete the g_EmuThread without having it hanging in its waiting function.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2356 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -44,7 +44,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0xd73338cf: // IPL
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case 0x42f64ac4: // Luigi (after fix)
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case 0x4be6a5cb: // AC, Pikmin (after fix)
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printf("JAC ucode chosen");
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Console::Print("JAC ucode chosen\n");
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return new CUCode_Jac(_rMailHandler);
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case 0x3ad3b7ac: // Naruto3
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@ -56,20 +56,20 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0x07f88145: // bustamove, ikaruga, fzero, robotech battle cry, star soldier, soul calibur2,
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// Zelda:OOT, Tony hawk, viewtiful joe
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case 0xe2136399: // billy hatcher, dragonballz, mario party 5, TMNT, ava1080
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printf("AX ucode chosen, yay!");
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Console::Print("AX ucode chosen, yay!\n");
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return new CUCode_AX(_rMailHandler);
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case 0x6CA33A6D: // DK Jungle Beat
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case 0x86840740: // zelda
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case 0x56d36052: // mario
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case 0x2fcdf1ec: // mariokart, zelda 4 swords
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printf("Zelda ucode chosen");
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Console::Print("Zelda ucode chosen\n");
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return new CUCode_Zelda(_rMailHandler);
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// WII CRCs
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case 0x6c3f6f94: // zelda - PAL
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case 0xd643001f: // mario galaxy - PAL
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printf("Zelda Wii ucode chosen");
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Console::Print("Zelda Wii ucode chosen\n");
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return new CUCode_Zelda(_rMailHandler);
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case 0x5ef56da3: // AX demo
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@ -78,7 +78,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0xadbc06bd: // Elebits
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case 0xb7eb9a9c: // Wii Pikmin - JAP
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case 0x4cc52064: // Bleach: Versus Crusade
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printf("Wii - AXWii chosen");
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Console::Print("Wii - AXWii chosen\n");
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return new CUCode_AXWii(_rMailHandler, _CRC);
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default:
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@ -73,11 +73,19 @@ ConfigDialog::ConfigDialog(wxWindow *parent, wxWindowID id, const wxString &titl
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// ---------------
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ConfigDialog::~ConfigDialog()
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{
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Console::Print("ConfigDialog Closed\n");
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}
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void ConfigDialog::OnClose(wxCloseEvent& event)
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{
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// notice that we don't run wxEntryCleanup(); here so the dll will still be loaded
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g_Config.Save();
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Console::Print("OnClose\n");
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// notice that we don't run wxEntryCleanup(); here so the dll will still be loaded
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/* JP: Yes, it seems like Close() does not do that. It only runs EndModal() or something
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similar to hide the window. And I don't understand the "Window deletion overview" on
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the wxWidgets website. Destroy() doesn't run the destructor either. */
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//wxEntryCleanup();
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//EndModal(0);
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// Allow wxWidgets to close and unload the window
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@ -86,7 +94,13 @@ void ConfigDialog::OnClose(wxCloseEvent& event)
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void ConfigDialog::CloseClick(wxCommandEvent& WXUNUSED (event))
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{
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Close();
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Console::Print("CloseClick\n");
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g_Config.Save();
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wxEntryCleanup();
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//Close();
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}
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///////////////////////////////
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@ -50,6 +50,7 @@
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#include "OnScreenDisplay.h"
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#include "Setup.h"
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#include "VideoState.h"
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///////////////////////////////////////////////
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@ -96,8 +97,27 @@ void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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}
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// This is used for the fuctions right below here, in DllConfig()
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#if defined(HAVE_WX) && HAVE_WX
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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extern HINSTANCE g_hInstance;
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#endif
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void DllConfig(HWND _hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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// This is needed because now we use wxEntryCleanup() when closing the configuration window
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if (!wxTheApp || !wxTheApp->CallOnInit())
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{
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wxSetInstance((HINSTANCE)g_hInstance);
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int argc = 0;
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char **argv = NULL;
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wxEntryStart(argc, argv);
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}
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#endif
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//Console::Open();
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#if defined(_WIN32)
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wxWindow *win = new wxWindow();
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win->SetHWND((WXHWND)_hParent);
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@ -205,6 +225,8 @@ void DllConfig(HWND _hParent)
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void Initialize(void *init)
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{
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//Console::Open();
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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@ -276,20 +298,29 @@ void Video_Prepare(void)
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void Shutdown(void)
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{
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Fifo_Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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VertexManager::Shutdown();
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TextureMngr::Shutdown();
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OpcodeDecoder_Shutdown();
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Renderer::Shutdown();
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OpenGL_Shutdown();
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Fifo_Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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VertexManager::Shutdown();
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// This cause some kind of crash, at least in the Release build and with this setup option
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// If there wasn't so little explanations and comments in this code I would be more interested
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// in trying to fix this function, now I'll just leave it like this, because it works
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#ifndef SETUP_FREE_PLUGIN_ON_BOOT
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TextureMngr::Shutdown();
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#endif
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OpcodeDecoder_Shutdown();
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Renderer::Shutdown();
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OpenGL_Shutdown();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Enter and exit the video loop
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void Video_EnterLoop()
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{
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Fifo_EnterLoop(g_VideoInitialize);
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@ -299,6 +330,8 @@ void Video_ExitLoop()
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{
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Fifo_ExitLoop();
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}
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/////////////////////////
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void DebugLog(const char* _fmt, ...)
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{
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@ -241,7 +241,7 @@ void Initialize(void *init)
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{
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// Debugging
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#ifdef SHOW_PAD_STATUS
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Console::Open(100);
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Console::Open(110);
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m_hConsole = Console::GetHwnd();
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#endif
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Console::Print("Initialize: %i\n", SDL_WasInit(0));
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@ -483,6 +483,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = TriggerValue;
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}
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// no the digital L button is not pressed, but the analog left trigger is
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else if(TriggerLeft > 0)
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_pPADStatus->triggerLeft = TriggerLeft;
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@ -492,6 +493,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = TriggerValue;
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}
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// no the digital R button is not pressed, but the analog right trigger is
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else if(TriggerRight > 0)
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_pPADStatus->triggerRight = TriggerRight;
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@ -561,20 +563,20 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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// Show the status of all connected pads
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if ((LastPad == 0 && _numPAD == 0) || _numPAD < LastPad) Console::ClearScreen();
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LastPad = _numPAD;
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Console::ClearScreen();
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Console::Print(
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"Pad | Number:%i Enabled:%i Handle:%i\n"
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"Trigger | StatusLeft:%04x StatusRight:%04x TriggerLeft:%04x TriggerRight:%04x TriggerValue:%i\n"
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"Buttons | Overall:%i X:%i\n"
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"Trigger | StatusL:%04x StatusR:%04x TriggerL:%04x TriggerR:%04x TriggerValue:%i\n"
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"Buttons | Overall:%i A:%i X:%i\n"
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"======================================================\n",
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_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
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PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER], PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER], PadState[_numPAD].halfpress,
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_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
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(PadMapping[_numPAD].triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
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_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
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_pPADStatus->button, PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
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_pPADStatus->button,
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PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON],
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PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
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);
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*/
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}
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