Implement a "Pause Emulation" option & hotkey (#2428)

* Add a "Pause Emulation" option and hotkey

Closes Ryujinx#1604

* Refactoring how pause is handled

* Applied suggested changes from review

* Applied suggested fixes

* Pass correct suspend type to threads for suspend/resume

* Fix NRE after stoping emulation

* Removing SimulateWakeUpMessage call after resuming emulation

* Skip suspending non game process

* Pause the tickCounter in the ExecutionContext

* Refactoring tickCounter pause/resume as suggested

* Fix Config migration to add pause hotkey

* Fixed pausing only application threads

* Fix exiting emulator while paused

* Avoid pause/resume while already paused/resumed

* Cleanup unused code

* Avoid restarting audio if stopping emulation while in pause.

* Added suggested changes

* Fix ConfigurationState
This commit is contained in:
mpnico 2021-09-11 22:08:25 +02:00 committed by GitHub
parent b0e410a828
commit 117e32a6ff
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GPG key ID: 4AEE18F83AFDEB23
21 changed files with 311 additions and 54 deletions

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@ -471,6 +471,29 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
KernelContext.CriticalSection.Leave();
}
public void Suspend(ThreadSchedState type)
{
_forcePauseFlags |= type;
CombineForcePauseFlags();
}
public void Resume(ThreadSchedState type)
{
ThreadSchedState oldForcePauseFlags = _forcePauseFlags;
_forcePauseFlags &= ~type;
if ((oldForcePauseFlags & ~type) == ThreadSchedState.None)
{
ThreadSchedState oldSchedFlags = SchedFlags;
SchedFlags &= ThreadSchedState.LowMask;
AdjustScheduling(oldSchedFlags);
}
}
public KernelResult SetActivity(bool pause)
{
KernelResult result = KernelResult.Success;
@ -495,9 +518,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
// Pause, the force pause flag should be clear (thread is NOT paused).
if ((_forcePauseFlags & ThreadSchedState.ThreadPauseFlag) == 0)
{
_forcePauseFlags |= ThreadSchedState.ThreadPauseFlag;
CombineForcePauseFlags();
Suspend(ThreadSchedState.ThreadPauseFlag);
}
else
{
@ -509,18 +530,7 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
// Unpause, the force pause flag should be set (thread is paused).
if ((_forcePauseFlags & ThreadSchedState.ThreadPauseFlag) != 0)
{
ThreadSchedState oldForcePauseFlags = _forcePauseFlags;
_forcePauseFlags &= ~ThreadSchedState.ThreadPauseFlag;
if ((oldForcePauseFlags & ~ThreadSchedState.ThreadPauseFlag) == ThreadSchedState.None)
{
ThreadSchedState oldSchedFlags = SchedFlags;
SchedFlags &= ThreadSchedState.LowMask;
AdjustScheduling(oldSchedFlags);
}
Resume(ThreadSchedState.ThreadPauseFlag);
}
else
{
@ -832,19 +842,22 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
if (!IsSchedulable)
{
// Ensure our thread is running and we have an event.
StartHostThread();
if (!_forcedUnschedulable)
{
// Ensure our thread is running and we have an event.
StartHostThread();
// If the thread is not schedulable, we want to just run or pause
// it directly as we don't care about priority or the core it is
// running on in this case.
if (SchedFlags == ThreadSchedState.Running)
{
_schedulerWaitEvent.Set();
}
else
{
_schedulerWaitEvent.Reset();
// If the thread is not schedulable, we want to just run or pause
// it directly as we don't care about priority or the core it is
// running on in this case.
if (SchedFlags == ThreadSchedState.Running)
{
_schedulerWaitEvent.Set();
}
else
{
_schedulerWaitEvent.Reset();
}
}
return;