yuzu/src/core/core.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <array>
#include <memory>
#include <utility>
#include "common/file_util.h"
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#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/string_util.h"
#include "core/arm/exclusive_monitor.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/cpu_manager.h"
#include "core/device_memory.h"
#include "core/file_sys/bis_factory.h"
#include "core/file_sys/card_image.h"
#include "core/file_sys/mode.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/registered_cache.h"
#include "core/file_sys/romfs_factory.h"
#include "core/file_sys/savedata_factory.h"
#include "core/file_sys/sdmc_factory.h"
#include "core/file_sys/vfs_concat.h"
#include "core/file_sys/vfs_real.h"
#include "core/hardware_interrupt_manager.h"
#include "core/hle/kernel/client_port.h"
#include "core/hle/kernel/k_scheduler.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/physical_core.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/service/am/applets/applets.h"
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#include "core/hle/service/apm/controller.h"
#include "core/hle/service/filesystem/filesystem.h"
#include "core/hle/service/glue/manager.h"
#include "core/hle/service/lm/manager.h"
#include "core/hle/service/service.h"
#include "core/hle/service/sm/sm.h"
#include "core/hle/service/time/time_manager.h"
#include "core/loader/loader.h"
#include "core/memory.h"
#include "core/memory/cheat_engine.h"
#include "core/network/network.h"
#include "core/perf_stats.h"
#include "core/reporter.h"
#include "core/settings.h"
#include "core/telemetry_session.h"
#include "core/tools/freezer.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
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MICROPROFILE_DEFINE(ARM_Jit_Dynarmic_CPU0, "ARM JIT", "Dynarmic CPU 0", MP_RGB(255, 64, 64));
MICROPROFILE_DEFINE(ARM_Jit_Dynarmic_CPU1, "ARM JIT", "Dynarmic CPU 1", MP_RGB(255, 64, 64));
MICROPROFILE_DEFINE(ARM_Jit_Dynarmic_CPU2, "ARM JIT", "Dynarmic CPU 2", MP_RGB(255, 64, 64));
MICROPROFILE_DEFINE(ARM_Jit_Dynarmic_CPU3, "ARM JIT", "Dynarmic CPU 3", MP_RGB(255, 64, 64));
namespace Core {
namespace {
FileSys::StorageId GetStorageIdForFrontendSlot(
std::optional<FileSys::ContentProviderUnionSlot> slot) {
if (!slot.has_value()) {
return FileSys::StorageId::None;
}
switch (*slot) {
case FileSys::ContentProviderUnionSlot::UserNAND:
return FileSys::StorageId::NandUser;
case FileSys::ContentProviderUnionSlot::SysNAND:
return FileSys::StorageId::NandSystem;
case FileSys::ContentProviderUnionSlot::SDMC:
return FileSys::StorageId::SdCard;
case FileSys::ContentProviderUnionSlot::FrontendManual:
return FileSys::StorageId::Host;
default:
return FileSys::StorageId::None;
}
}
} // Anonymous namespace
/*static*/ System System::s_instance;
FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs,
const std::string& path) {
// To account for split 00+01+etc files.
std::string dir_name;
std::string filename;
Common::SplitPath(path, &dir_name, &filename, nullptr);
if (filename == "00") {
const auto dir = vfs->OpenDirectory(dir_name, FileSys::Mode::Read);
std::vector<FileSys::VirtualFile> concat;
for (u32 i = 0; i < 0x10; ++i) {
const auto file_name = fmt::format("{:02X}", i);
auto next = dir->GetFile(file_name);
if (next != nullptr) {
concat.push_back(std::move(next));
} else {
next = dir->GetFile(file_name);
if (next == nullptr) {
break;
}
concat.push_back(std::move(next));
}
}
if (concat.empty()) {
return nullptr;
}
return FileSys::ConcatenatedVfsFile::MakeConcatenatedFile(std::move(concat),
dir->GetName());
}
if (Common::FS::IsDirectory(path)) {
return vfs->OpenFile(path + "/main", FileSys::Mode::Read);
}
return vfs->OpenFile(path, FileSys::Mode::Read);
}
struct System::Impl {
explicit Impl(System& system)
: kernel{system}, fs_controller{system}, memory{system},
cpu_manager{system}, reporter{system}, applet_manager{system}, time_manager{system} {}
ResultStatus Run() {
status = ResultStatus::Success;
kernel.Suspend(false);
core_timing.SyncPause(false);
cpu_manager.Pause(false);
return status;
}
ResultStatus Pause() {
status = ResultStatus::Success;
core_timing.SyncPause(true);
kernel.Suspend(true);
cpu_manager.Pause(true);
return status;
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}
ResultStatus Init(System& system, Frontend::EmuWindow& emu_window) {
LOG_DEBUG(Core, "initialized OK");
device_memory = std::make_unique<Core::DeviceMemory>();
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
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is_multicore = Settings::values.use_multi_core.GetValue();
is_async_gpu = Settings::values.use_asynchronous_gpu_emulation.GetValue();
kernel.SetMulticore(is_multicore);
cpu_manager.SetMulticore(is_multicore);
cpu_manager.SetAsyncGpu(is_async_gpu);
core_timing.SetMulticore(is_multicore);
core_timing.Initialize([&system]() { system.RegisterHostThread(); });
kernel.Initialize();
cpu_manager.Initialize();
const auto current_time = std::chrono::duration_cast<std::chrono::seconds>(
std::chrono::system_clock::now().time_since_epoch());
Settings::values.custom_rtc_differential =
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
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Settings::values.custom_rtc.GetValue().value_or(current_time) - current_time;
// Create a default fs if one doesn't already exist.
if (virtual_filesystem == nullptr)
virtual_filesystem = std::make_shared<FileSys::RealVfsFilesystem>();
if (content_provider == nullptr)
content_provider = std::make_unique<FileSys::ContentProviderUnion>();
/// Create default implementations of applets if one is not provided.
applet_manager.SetDefaultAppletsIfMissing();
/// Reset all glue registrations
arp_manager.ResetAll();
telemetry_session = std::make_unique<Core::TelemetrySession>();
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gpu_core = VideoCore::CreateGPU(emu_window, system);
if (!gpu_core) {
return ResultStatus::ErrorVideoCore;
}
service_manager = std::make_shared<Service::SM::ServiceManager>(kernel);
services = std::make_unique<Service::Services>(service_manager, system);
interrupt_manager = std::make_unique<Hardware::InterruptManager>(system);
// Initialize time manager, which must happen after kernel is created
time_manager.Initialize();
is_powered_on = true;
exit_lock = false;
microprofile_dynarmic[0] = MICROPROFILE_TOKEN(ARM_Jit_Dynarmic_CPU0);
microprofile_dynarmic[1] = MICROPROFILE_TOKEN(ARM_Jit_Dynarmic_CPU1);
microprofile_dynarmic[2] = MICROPROFILE_TOKEN(ARM_Jit_Dynarmic_CPU2);
microprofile_dynarmic[3] = MICROPROFILE_TOKEN(ARM_Jit_Dynarmic_CPU3);
LOG_DEBUG(Core, "Initialized OK");
return ResultStatus::Success;
}
ResultStatus Load(System& system, Frontend::EmuWindow& emu_window, const std::string& filepath,
std::size_t program_index) {
app_loader = Loader::GetLoader(system, GetGameFileFromPath(virtual_filesystem, filepath),
program_index);
if (!app_loader) {
LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
return ResultStatus::ErrorGetLoader;
}
ResultStatus init_result{Init(system, emu_window)};
if (init_result != ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
static_cast<int>(init_result));
Shutdown();
return init_result;
}
telemetry_session->AddInitialInfo(*app_loader, fs_controller, *content_provider);
auto main_process =
Kernel::Process::Create(system, "main", Kernel::Process::ProcessType::Userland);
const auto [load_result, load_parameters] = app_loader->Load(*main_process, system);
if (load_result != Loader::ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", load_result);
Shutdown();
return static_cast<ResultStatus>(static_cast<u32>(ResultStatus::ErrorLoader) +
static_cast<u32>(load_result));
}
AddGlueRegistrationForProcess(*app_loader, *main_process);
kernel.MakeCurrentProcess(main_process.get());
kernel.InitializeCores();
// Initialize cheat engine
if (cheat_engine) {
cheat_engine->Initialize();
}
// All threads are started, begin main process execution, now that we're in the clear.
main_process->Run(load_parameters->main_thread_priority,
load_parameters->main_thread_stack_size);
if (Settings::values.gamecard_inserted) {
if (Settings::values.gamecard_current_game) {
fs_controller.SetGameCard(GetGameFileFromPath(virtual_filesystem, filepath));
} else if (!Settings::values.gamecard_path.empty()) {
fs_controller.SetGameCard(
GetGameFileFromPath(virtual_filesystem, Settings::values.gamecard_path));
}
}
u64 title_id{0};
if (app_loader->ReadProgramId(title_id) != Loader::ResultStatus::Success) {
LOG_ERROR(Core, "Failed to find title id for ROM (Error {})", load_result);
}
perf_stats = std::make_unique<PerfStats>(title_id);
// Reset counters and set time origin to current frame
GetAndResetPerfStats();
perf_stats->BeginSystemFrame();
status = ResultStatus::Success;
return status;
}
void Shutdown() {
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// Log last frame performance stats if game was loded
if (perf_stats) {
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const auto perf_results = GetAndResetPerfStats();
constexpr auto performance = Common::Telemetry::FieldType::Performance;
telemetry_session->AddField(performance, "Shutdown_EmulationSpeed",
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perf_results.emulation_speed * 100.0);
telemetry_session->AddField(performance, "Shutdown_Framerate", perf_results.game_fps);
telemetry_session->AddField(performance, "Shutdown_Frametime",
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perf_results.frametime * 1000.0);
telemetry_session->AddField(performance, "Mean_Frametime_MS",
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perf_stats->GetMeanFrametime());
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}
lm_manager.Flush();
is_powered_on = false;
exit_lock = false;
if (gpu_core) {
gpu_core->WaitIdle();
}
// Shutdown emulation session
services.reset();
service_manager.reset();
cheat_engine.reset();
telemetry_session.reset();
// Close all CPU/threading state
cpu_manager.Shutdown();
// Shutdown kernel and core timing
core_timing.Shutdown();
kernel.Shutdown();
// Close app loader
app_loader.reset();
gpu_core.reset();
perf_stats.reset();
// Clear all applets
applet_manager.ClearAll();
LOG_DEBUG(Core, "Shutdown OK");
}
Loader::ResultStatus GetGameName(std::string& out) const {
if (app_loader == nullptr)
return Loader::ResultStatus::ErrorNotInitialized;
return app_loader->ReadTitle(out);
}
void AddGlueRegistrationForProcess(Loader::AppLoader& loader, Kernel::Process& process) {
std::vector<u8> nacp_data;
FileSys::NACP nacp;
if (loader.ReadControlData(nacp) == Loader::ResultStatus::Success) {
nacp_data = nacp.GetRawBytes();
} else {
nacp_data.resize(sizeof(FileSys::RawNACP));
}
Service::Glue::ApplicationLaunchProperty launch{};
launch.title_id = process.GetTitleID();
FileSys::PatchManager pm{launch.title_id, fs_controller, *content_provider};
launch.version = pm.GetGameVersion().value_or(0);
// TODO(DarkLordZach): When FSController/Game Card Support is added, if
// current_process_game_card use correct StorageId
launch.base_game_storage_id = GetStorageIdForFrontendSlot(content_provider->GetSlotForEntry(
launch.title_id, FileSys::ContentRecordType::Program));
launch.update_storage_id = GetStorageIdForFrontendSlot(content_provider->GetSlotForEntry(
FileSys::GetUpdateTitleID(launch.title_id), FileSys::ContentRecordType::Program));
arp_manager.Register(launch.title_id, launch, std::move(nacp_data));
}
void SetStatus(ResultStatus new_status, const char* details = nullptr) {
status = new_status;
if (details) {
status_details = details;
}
}
PerfStatsResults GetAndResetPerfStats() {
return perf_stats->GetAndResetStats(core_timing.GetGlobalTimeUs());
}
Timing::CoreTiming core_timing;
Kernel::KernelCore kernel;
/// RealVfsFilesystem instance
FileSys::VirtualFilesystem virtual_filesystem;
/// ContentProviderUnion instance
std::unique_ptr<FileSys::ContentProviderUnion> content_provider;
Service::FileSystem::FileSystemController fs_controller;
/// AppLoader used to load the current executing application
std::unique_ptr<Loader::AppLoader> app_loader;
std::unique_ptr<Tegra::GPU> gpu_core;
std::unique_ptr<Hardware::InterruptManager> interrupt_manager;
std::unique_ptr<Core::DeviceMemory> device_memory;
Core::Memory::Memory memory;
CpuManager cpu_manager;
bool is_powered_on = false;
bool exit_lock = false;
Reporter reporter;
std::unique_ptr<Memory::CheatEngine> cheat_engine;
std::unique_ptr<Tools::Freezer> memory_freezer;
std::array<u8, 0x20> build_id{};
/// Frontend applets
Service::AM::Applets::AppletManager applet_manager;
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/// APM (Performance) services
Service::APM::Controller apm_controller{core_timing};
/// Service State
Service::Glue::ARPManager arp_manager;
Service::LM::Manager lm_manager{reporter};
Service::Time::TimeManager time_manager;
/// Service manager
std::shared_ptr<Service::SM::ServiceManager> service_manager;
/// Services
std::unique_ptr<Service::Services> services;
/// Telemetry session for this emulation session
std::unique_ptr<Core::TelemetrySession> telemetry_session;
/// Network instance
Network::NetworkInstance network_instance;
ResultStatus status = ResultStatus::Success;
std::string status_details = "";
std::unique_ptr<Core::PerfStats> perf_stats;
Core::FrameLimiter frame_limiter;
bool is_multicore{};
bool is_async_gpu{};
ExecuteProgramCallback execute_program_callback;
std::array<u64, Core::Hardware::NUM_CPU_CORES> dynarmic_ticks{};
std::array<MicroProfileToken, Core::Hardware::NUM_CPU_CORES> microprofile_dynarmic{};
};
System::System() : impl{std::make_unique<Impl>(*this)} {}
System::~System() = default;
CpuManager& System::GetCpuManager() {
return impl->cpu_manager;
}
const CpuManager& System::GetCpuManager() const {
return impl->cpu_manager;
}
System::ResultStatus System::Run() {
return impl->Run();
}
System::ResultStatus System::Pause() {
return impl->Pause();
}
System::ResultStatus System::SingleStep() {
return ResultStatus::Success;
}
void System::InvalidateCpuInstructionCaches() {
impl->kernel.InvalidateAllInstructionCaches();
}
void System::InvalidateCpuInstructionCacheRange(VAddr addr, std::size_t size) {
impl->kernel.InvalidateCpuInstructionCacheRange(addr, size);
}
void System::Shutdown() {
impl->Shutdown();
}
System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath,
std::size_t program_index) {
return impl->Load(*this, emu_window, filepath, program_index);
}
bool System::IsPoweredOn() const {
return impl->is_powered_on;
}
void System::PrepareReschedule() {
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// Deprecated, does nothing, kept for backward compatibility.
}
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void System::PrepareReschedule(const u32 core_index) {
impl->kernel.PrepareReschedule(core_index);
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}
PerfStatsResults System::GetAndResetPerfStats() {
return impl->GetAndResetPerfStats();
}
TelemetrySession& System::TelemetrySession() {
return *impl->telemetry_session;
}
const TelemetrySession& System::TelemetrySession() const {
return *impl->telemetry_session;
}
ARM_Interface& System::CurrentArmInterface() {
return impl->kernel.CurrentPhysicalCore().ArmInterface();
}
const ARM_Interface& System::CurrentArmInterface() const {
return impl->kernel.CurrentPhysicalCore().ArmInterface();
}
std::size_t System::CurrentCoreIndex() const {
std::size_t core = impl->kernel.GetCurrentHostThreadID();
ASSERT(core < Core::Hardware::NUM_CPU_CORES);
return core;
}
Kernel::PhysicalCore& System::CurrentPhysicalCore() {
return impl->kernel.CurrentPhysicalCore();
}
const Kernel::PhysicalCore& System::CurrentPhysicalCore() const {
return impl->kernel.CurrentPhysicalCore();
}
/// Gets the global scheduler
Kernel::GlobalSchedulerContext& System::GlobalSchedulerContext() {
return impl->kernel.GlobalSchedulerContext();
}
/// Gets the global scheduler
const Kernel::GlobalSchedulerContext& System::GlobalSchedulerContext() const {
return impl->kernel.GlobalSchedulerContext();
}
Kernel::Process* System::CurrentProcess() {
return impl->kernel.CurrentProcess();
}
Core::DeviceMemory& System::DeviceMemory() {
return *impl->device_memory;
}
const Core::DeviceMemory& System::DeviceMemory() const {
return *impl->device_memory;
}
const Kernel::Process* System::CurrentProcess() const {
return impl->kernel.CurrentProcess();
}
ARM_Interface& System::ArmInterface(std::size_t core_index) {
return impl->kernel.PhysicalCore(core_index).ArmInterface();
}
const ARM_Interface& System::ArmInterface(std::size_t core_index) const {
return impl->kernel.PhysicalCore(core_index).ArmInterface();
}
ExclusiveMonitor& System::Monitor() {
return impl->kernel.GetExclusiveMonitor();
}
const ExclusiveMonitor& System::Monitor() const {
return impl->kernel.GetExclusiveMonitor();
}
Memory::Memory& System::Memory() {
return impl->memory;
}
const Core::Memory::Memory& System::Memory() const {
return impl->memory;
}
Tegra::GPU& System::GPU() {
return *impl->gpu_core;
}
const Tegra::GPU& System::GPU() const {
return *impl->gpu_core;
}
Core::Hardware::InterruptManager& System::InterruptManager() {
return *impl->interrupt_manager;
}
const Core::Hardware::InterruptManager& System::InterruptManager() const {
return *impl->interrupt_manager;
}
VideoCore::RendererBase& System::Renderer() {
return impl->gpu_core->Renderer();
}
const VideoCore::RendererBase& System::Renderer() const {
return impl->gpu_core->Renderer();
}
Kernel::KernelCore& System::Kernel() {
return impl->kernel;
}
const Kernel::KernelCore& System::Kernel() const {
return impl->kernel;
}
Timing::CoreTiming& System::CoreTiming() {
return impl->core_timing;
}
const Timing::CoreTiming& System::CoreTiming() const {
return impl->core_timing;
}
Core::PerfStats& System::GetPerfStats() {
return *impl->perf_stats;
}
const Core::PerfStats& System::GetPerfStats() const {
return *impl->perf_stats;
}
Core::FrameLimiter& System::FrameLimiter() {
return impl->frame_limiter;
}
const Core::FrameLimiter& System::FrameLimiter() const {
return impl->frame_limiter;
}
Loader::ResultStatus System::GetGameName(std::string& out) const {
return impl->GetGameName(out);
}
void System::SetStatus(ResultStatus new_status, const char* details) {
impl->SetStatus(new_status, details);
}
const std::string& System::GetStatusDetails() const {
return impl->status_details;
}
Loader::AppLoader& System::GetAppLoader() {
return *impl->app_loader;
}
const Loader::AppLoader& System::GetAppLoader() const {
return *impl->app_loader;
}
void System::SetFilesystem(FileSys::VirtualFilesystem vfs) {
impl->virtual_filesystem = std::move(vfs);
}
FileSys::VirtualFilesystem System::GetFilesystem() const {
return impl->virtual_filesystem;
}
void System::RegisterCheatList(const std::vector<Memory::CheatEntry>& list,
const std::array<u8, 32>& build_id, VAddr main_region_begin,
u64 main_region_size) {
impl->cheat_engine = std::make_unique<Memory::CheatEngine>(*this, list, build_id);
impl->cheat_engine->SetMainMemoryParameters(main_region_begin, main_region_size);
}
void System::SetAppletFrontendSet(Service::AM::Applets::AppletFrontendSet&& set) {
impl->applet_manager.SetAppletFrontendSet(std::move(set));
}
void System::SetDefaultAppletFrontendSet() {
impl->applet_manager.SetDefaultAppletFrontendSet();
}
Service::AM::Applets::AppletManager& System::GetAppletManager() {
return impl->applet_manager;
}
const Service::AM::Applets::AppletManager& System::GetAppletManager() const {
return impl->applet_manager;
}
void System::SetContentProvider(std::unique_ptr<FileSys::ContentProviderUnion> provider) {
impl->content_provider = std::move(provider);
}
FileSys::ContentProvider& System::GetContentProvider() {
return *impl->content_provider;
}
const FileSys::ContentProvider& System::GetContentProvider() const {
return *impl->content_provider;
}
Service::FileSystem::FileSystemController& System::GetFileSystemController() {
return impl->fs_controller;
}
const Service::FileSystem::FileSystemController& System::GetFileSystemController() const {
return impl->fs_controller;
}
void System::RegisterContentProvider(FileSys::ContentProviderUnionSlot slot,
FileSys::ContentProvider* provider) {
impl->content_provider->SetSlot(slot, provider);
}
void System::ClearContentProvider(FileSys::ContentProviderUnionSlot slot) {
impl->content_provider->ClearSlot(slot);
}
const Reporter& System::GetReporter() const {
return impl->reporter;
}
Service::Glue::ARPManager& System::GetARPManager() {
return impl->arp_manager;
}
const Service::Glue::ARPManager& System::GetARPManager() const {
return impl->arp_manager;
}
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Service::APM::Controller& System::GetAPMController() {
return impl->apm_controller;
}
const Service::APM::Controller& System::GetAPMController() const {
return impl->apm_controller;
}
Service::LM::Manager& System::GetLogManager() {
return impl->lm_manager;
}
const Service::LM::Manager& System::GetLogManager() const {
return impl->lm_manager;
}
Service::Time::TimeManager& System::GetTimeManager() {
return impl->time_manager;
}
const Service::Time::TimeManager& System::GetTimeManager() const {
return impl->time_manager;
}
void System::SetExitLock(bool locked) {
impl->exit_lock = locked;
}
bool System::GetExitLock() const {
return impl->exit_lock;
}
void System::SetCurrentProcessBuildID(const CurrentBuildProcessID& id) {
impl->build_id = id;
}
const System::CurrentBuildProcessID& System::GetCurrentProcessBuildID() const {
return impl->build_id;
}
Service::SM::ServiceManager& System::ServiceManager() {
return *impl->service_manager;
}
const Service::SM::ServiceManager& System::ServiceManager() const {
return *impl->service_manager;
}
void System::RegisterCoreThread(std::size_t id) {
impl->kernel.RegisterCoreThread(id);
}
void System::RegisterHostThread() {
impl->kernel.RegisterHostThread();
}
void System::EnterDynarmicProfile() {
std::size_t core = impl->kernel.GetCurrentHostThreadID();
impl->dynarmic_ticks[core] = MicroProfileEnter(impl->microprofile_dynarmic[core]);
}
void System::ExitDynarmicProfile() {
std::size_t core = impl->kernel.GetCurrentHostThreadID();
MicroProfileLeave(impl->microprofile_dynarmic[core], impl->dynarmic_ticks[core]);
}
bool System::IsMulticore() const {
return impl->is_multicore;
}
void System::RegisterExecuteProgramCallback(ExecuteProgramCallback&& callback) {
impl->execute_program_callback = std::move(callback);
}
void System::ExecuteProgram(std::size_t program_index) {
if (impl->execute_program_callback) {
impl->execute_program_callback(program_index);
} else {
LOG_CRITICAL(Core, "execute_program_callback must be initialized by the frontend");
}
}
} // namespace Core