Qt: Restructured to remove unnecessary shutdown event and various cleanups.
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@ -28,9 +28,8 @@
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#define COPYRIGHT "Copyright (C) 2013-2014 Citra Team"
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#define COPYRIGHT "Copyright (C) 2013-2014 Citra Team"
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EmuThread::EmuThread(GRenderWindow* render_window) :
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EmuThread::EmuThread(GRenderWindow* render_window) :
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exec_cpu_step(false), cpu_running(false), stop_run(false), render_window(render_window) {
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exec_step(false), running(false), stop_run(false), render_window(render_window) {
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shutdown_event.Reset();
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connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
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connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
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}
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}
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@ -42,20 +41,20 @@ void EmuThread::run() {
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// next execution step
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// next execution step
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bool was_active = false;
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bool was_active = false;
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while (!stop_run) {
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while (!stop_run) {
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if (cpu_running) {
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if (running) {
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if (!was_active)
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if (!was_active)
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emit DebugModeLeft();
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emit DebugModeLeft();
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Core::RunLoop();
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Core::RunLoop();
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was_active = cpu_running || exec_cpu_step;
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was_active = running || exec_step;
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if (!was_active)
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if (!was_active)
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emit DebugModeEntered();
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emit DebugModeEntered();
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} else if (exec_cpu_step) {
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} else if (exec_step) {
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if (!was_active)
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if (!was_active)
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emit DebugModeLeft();
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emit DebugModeLeft();
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exec_cpu_step = false;
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exec_step = false;
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Core::SingleStep();
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Core::SingleStep();
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emit DebugModeEntered();
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emit DebugModeEntered();
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yieldCurrentThread();
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yieldCurrentThread();
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@ -65,40 +64,8 @@ void EmuThread::run() {
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}
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}
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render_window->moveContext();
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render_window->moveContext();
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shutdown_event.Set();
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}
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}
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void EmuThread::Stop() {
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if (!isRunning()) {
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LOG_WARNING(Frontend, "EmuThread::Stop called while emu thread wasn't running, returning...");
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return;
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}
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stop_run = true;
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// Release emu threads from any breakpoints, so that this doesn't hang forever.
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Pica::g_debug_context->ClearBreakpoints();
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//core::g_state = core::SYS_DIE;
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// TODO: Waiting here is just a bad workaround for retarded shutdown logic.
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wait(1000);
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if (isRunning()) {
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LOG_WARNING(Frontend, "EmuThread still running, terminating...");
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quit();
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// TODO: Waiting 50 seconds can be necessary if the logging subsystem has a lot of spam
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// queued... This should be fixed.
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wait(50000);
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if (isRunning()) {
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LOG_CRITICAL(Frontend, "EmuThread STILL running, something is wrong here...");
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terminate();
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}
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}
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LOG_INFO(Frontend, "EmuThread stopped");
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}
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// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL context.
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// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL context.
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// The corresponding functionality is handled in EmuThread instead
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// The corresponding functionality is handled in EmuThread instead
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class GGLWidgetInternal : public QGLWidget
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class GGLWidgetInternal : public QGLWidget
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@ -25,66 +25,46 @@ public:
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/**
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/**
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* Start emulation (on new thread)
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* Start emulation (on new thread)
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*
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* @warning Only call when not running!
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* @warning Only call when not running!
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*/
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*/
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void run() override;
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void run() override;
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/**
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/**
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* Allow the CPU to process a single instruction (if cpu is not running)
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* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
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*
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* @note This function is thread-safe
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* @note This function is thread-safe
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*/
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*/
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void ExecStep() { exec_cpu_step = true; }
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void ExecStep() { exec_step = true; }
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/**
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/**
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* Sets whether the CPU is running
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* Sets whether the emulation thread is running or not
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*
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* @param running Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
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* @note This function is thread-safe
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*/
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*/
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void SetCpuRunning(bool running) { cpu_running = running; }
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void SetRunning(bool running) { this->running = running; }
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/**
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/**
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* Allow the CPU to continue processing instructions without interruption
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* Check if the emulation thread is running or not
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*
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* @return True if the emulation thread is running, otherwise false
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* @note This function is thread-safe
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* @note This function is thread-safe
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*/
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*/
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bool IsCpuRunning() { return cpu_running; }
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bool IsRunning() { return running; }
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/**
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/**
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* Shutdown (permantently stops) the CPU
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* Shutdown (permanently stops) the emulation thread
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*/
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*/
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void ShutdownCpu() { stop_run = true; };
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void Shutdown() { stop_run = true; };
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/**
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* Waits for the CPU shutdown to complete
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*/
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void WaitForCpuShutdown() { shutdown_event.Wait(); }
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public slots:
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/**
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* Stop emulation and wait for the thread to finish.
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*
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* @details: This function will wait a second for the thread to finish; if it hasn't finished until then, we'll terminate() it and wait another second, hoping that it will be terminated by then.
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* @note: This function is thread-safe.
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*/
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void Stop();
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private:
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private:
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friend class GMainWindow;
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friend class GMainWindow;
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EmuThread(GRenderWindow* render_window);
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EmuThread(GRenderWindow* render_window);
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bool exec_cpu_step;
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bool exec_step;
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bool cpu_running;
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bool running;
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std::atomic<bool> stop_run;
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std::atomic<bool> stop_run;
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GRenderWindow* render_window;
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GRenderWindow* render_window;
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Common::Event shutdown_event;
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signals:
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signals:
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/**
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/**
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* Emitted when the CPU has halted execution
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* Emitted when the CPU has halted execution
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@ -201,7 +201,7 @@ void DisassemblerWidget::Init()
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void DisassemblerWidget::OnContinue()
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void DisassemblerWidget::OnContinue()
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{
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{
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main_window.GetEmuThread()->SetCpuRunning(true);
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main_window.GetEmuThread()->SetRunning(true);
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}
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}
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void DisassemblerWidget::OnStep()
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void DisassemblerWidget::OnStep()
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@ -211,13 +211,13 @@ void DisassemblerWidget::OnStep()
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void DisassemblerWidget::OnStepInto()
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void DisassemblerWidget::OnStepInto()
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{
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{
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main_window.GetEmuThread()->SetCpuRunning(false);
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main_window.GetEmuThread()->SetRunning(false);
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main_window.GetEmuThread()->ExecStep();
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main_window.GetEmuThread()->ExecStep();
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}
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}
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void DisassemblerWidget::OnPause()
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void DisassemblerWidget::OnPause()
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{
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{
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main_window.GetEmuThread()->SetCpuRunning(false);
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main_window.GetEmuThread()->SetRunning(false);
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// TODO: By now, the CPU might not have actually stopped...
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// TODO: By now, the CPU might not have actually stopped...
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if (Core::g_app_core) {
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if (Core::g_app_core) {
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@ -227,7 +227,7 @@ void DisassemblerWidget::OnPause()
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void DisassemblerWidget::OnToggleStartStop()
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void DisassemblerWidget::OnToggleStartStop()
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{
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{
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main_window.GetEmuThread()->SetCpuRunning(!main_window.GetEmuThread()->IsCpuRunning());
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main_window.GetEmuThread()->SetRunning(!main_window.GetEmuThread()->IsRunning());
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}
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}
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void DisassemblerWidget::OnDebugModeEntered()
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void DisassemblerWidget::OnDebugModeEntered()
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@ -235,7 +235,7 @@ void DisassemblerWidget::OnDebugModeEntered()
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ARMword next_instr = Core::g_app_core->GetPC();
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ARMword next_instr = Core::g_app_core->GetPC();
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if (model->GetBreakPoints().IsAddressBreakPoint(next_instr))
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if (model->GetBreakPoints().IsAddressBreakPoint(next_instr))
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main_window.GetEmuThread()->SetCpuRunning(false);
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main_window.GetEmuThread()->SetRunning(false);
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model->SetNextInstruction(next_instr);
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model->SetNextInstruction(next_instr);
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@ -199,10 +199,6 @@ void GMainWindow::OnDisplayTitleBars(bool show)
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void GMainWindow::BootGame(std::string filename) {
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void GMainWindow::BootGame(std::string filename) {
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LOG_INFO(Frontend, "Citra starting...\n");
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LOG_INFO(Frontend, "Citra starting...\n");
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// Shutdown previous session if the emu thread is still active...
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if (emu_thread != nullptr)
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ShutdownGame();
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System::Init(render_window);
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System::Init(render_window);
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// Load a game or die...
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// Load a game or die...
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@ -222,30 +218,37 @@ void GMainWindow::BootGame(std::string filename) {
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}
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}
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void GMainWindow::ShutdownGame() {
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void GMainWindow::ShutdownGame() {
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emu_thread->SetCpuRunning(false);
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// Shutdown the emulation thread and wait for it to complete
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emu_thread->SetRunning(false);
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emu_thread->ShutdownCpu();
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emu_thread->Shutdown();
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emu_thread->WaitForCpuShutdown();
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emu_thread->wait();
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emu_thread->Stop();
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delete emu_thread;
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delete emu_thread;
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emu_thread = nullptr;
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emu_thread = nullptr;
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// Release emu threads from any breakpoints
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Pica::g_debug_context->ClearBreakpoints();
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// Shutdown the core emulation
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System::Shutdown();
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System::Shutdown();
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// Update the GUI
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ui.action_Start->setEnabled(true);
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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render_window->hide();
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render_window->hide();
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}
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}
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void GMainWindow::OnMenuLoadFile()
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void GMainWindow::OnMenuLoadFile()
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{
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{
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QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), QString(), tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.bin *.cci *.cxi)"));
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QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), QString(), tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.bin *.cci *.cxi)"));
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if (filename.size())
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if (filename.size()) {
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// Shutdown previous session if the emu thread is still active...
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if (emu_thread != nullptr)
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ShutdownGame();
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BootGame(filename.toLatin1().data());
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BootGame(filename.toLatin1().data());
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}
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}
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}
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void GMainWindow::OnMenuLoadSymbolMap() {
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void GMainWindow::OnMenuLoadSymbolMap() {
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QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), QString(), tr("Symbol map (*)"));
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QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), QString(), tr("Symbol map (*)"));
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@ -255,7 +258,7 @@ void GMainWindow::OnMenuLoadSymbolMap() {
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void GMainWindow::OnStartGame()
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void GMainWindow::OnStartGame()
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{
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{
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emu_thread->SetCpuRunning(true);
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emu_thread->SetRunning(true);
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ui.action_Start->setEnabled(false);
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ui.action_Start->setEnabled(false);
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ui.action_Pause->setEnabled(true);
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ui.action_Pause->setEnabled(true);
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@ -264,7 +267,7 @@ void GMainWindow::OnStartGame()
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void GMainWindow::OnPauseGame()
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void GMainWindow::OnPauseGame()
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{
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{
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emu_thread->SetCpuRunning(false);
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emu_thread->SetRunning(false);
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ui.action_Start->setEnabled(true);
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Pause->setEnabled(false);
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