Lime3DS/src/core/core.cpp
2019-04-09 21:18:34 +02:00

330 lines
9.7 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <utility>
#include "audio_core/dsp_interface.h"
#include "audio_core/hle/hle.h"
#include "audio_core/lle/lle.h"
#include "common/logging/log.h"
#include "core/arm/arm_interface.h"
#ifdef ARCHITECTURE_x86_64
#include "core/arm/dynarmic/arm_dynarmic.h"
#endif
#include "core/arm/dyncom/arm_dyncom.h"
#include "core/cheats/cheats.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/gdbstub/gdbstub.h"
#include "core/hle/kernel/client_port.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/service/fs/archive.h"
#include "core/hle/service/service.h"
#include "core/hle/service/sm/sm.h"
#include "core/hw/hw.h"
#include "core/loader/loader.h"
#include "core/movie.h"
#include "core/rpc/rpc_server.h"
#include "core/settings.h"
#include "network/network.h"
#include "video_core/video_core.h"
namespace Core {
/*static*/ System System::s_instance;
System::ResultStatus System::RunLoop(bool tight_loop) {
status = ResultStatus::Success;
if (!cpu_core) {
return ResultStatus::ErrorNotInitialized;
}
if (GDBStub::IsServerEnabled()) {
GDBStub::HandlePacket();
// If the loop is halted and we want to step, use a tiny (1) number of instructions to
// execute. Otherwise, get out of the loop function.
if (GDBStub::GetCpuHaltFlag()) {
if (GDBStub::GetCpuStepFlag()) {
tight_loop = false;
} else {
return ResultStatus::Success;
}
}
}
// If we don't have a currently active thread then don't execute instructions,
// instead advance to the next event and try to yield to the next thread
if (kernel->GetThreadManager().GetCurrentThread() == nullptr) {
LOG_TRACE(Core_ARM11, "Idling");
timing->Idle();
timing->Advance();
PrepareReschedule();
} else {
timing->Advance();
if (tight_loop) {
cpu_core->Run();
} else {
cpu_core->Step();
}
}
if (GDBStub::IsServerEnabled()) {
GDBStub::SetCpuStepFlag(false);
}
HW::Update();
Reschedule();
if (reset_requested.exchange(false)) {
Reset();
} else if (shutdown_requested.exchange(false)) {
return ResultStatus::ShutdownRequested;
}
return status;
}
System::ResultStatus System::SingleStep() {
return RunLoop(false);
}
System::ResultStatus System::Load(EmuWindow& emu_window, const std::string& filepath) {
app_loader = Loader::GetLoader(filepath);
if (!app_loader) {
LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
return ResultStatus::ErrorGetLoader;
}
std::pair<std::optional<u32>, Loader::ResultStatus> system_mode =
app_loader->LoadKernelSystemMode();
if (system_mode.second != Loader::ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!",
static_cast<int>(system_mode.second));
switch (system_mode.second) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
default:
return ResultStatus::ErrorSystemMode;
}
}
ASSERT(system_mode.first);
ResultStatus init_result{Init(emu_window, *system_mode.first)};
if (init_result != ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
static_cast<u32>(init_result));
System::Shutdown();
return init_result;
}
std::shared_ptr<Kernel::Process> process;
const Loader::ResultStatus load_result{app_loader->Load(process)};
kernel->SetCurrentProcess(process);
if (Loader::ResultStatus::Success != load_result) {
LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<u32>(load_result));
System::Shutdown();
switch (load_result) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
default:
return ResultStatus::ErrorLoader;
}
}
memory->SetCurrentPageTable(&kernel->GetCurrentProcess()->vm_manager.page_table);
cheat_engine = std::make_unique<Cheats::CheatEngine>(*this);
status = ResultStatus::Success;
m_emu_window = &emu_window;
m_filepath = filepath;
return status;
}
void System::PrepareReschedule() {
cpu_core->PrepareReschedule();
reschedule_pending = true;
}
PerfStats::Results System::GetAndResetPerfStats() {
return perf_stats.GetAndResetStats(timing->GetGlobalTimeUs());
}
void System::Reschedule() {
if (!reschedule_pending) {
return;
}
reschedule_pending = false;
kernel->GetThreadManager().Reschedule();
}
System::ResultStatus System::Init(EmuWindow& emu_window, u32 system_mode) {
LOG_DEBUG(HW_Memory, "initialized OK");
memory = std::make_unique<Memory::MemorySystem>();
timing = std::make_unique<Timing>();
kernel = std::make_unique<Kernel::KernelSystem>(*memory, *timing,
[this] { PrepareReschedule(); }, system_mode);
if (Settings::values.use_cpu_jit) {
#ifdef ARCHITECTURE_x86_64
cpu_core = std::make_unique<ARM_Dynarmic>(this, *memory, USER32MODE);
#else
cpu_core = std::make_unique<ARM_DynCom>(this, *memory, USER32MODE);
LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
#endif
} else {
cpu_core = std::make_unique<ARM_DynCom>(this, *memory, USER32MODE);
}
kernel->GetThreadManager().SetCPU(*cpu_core);
memory->SetCPU(*cpu_core);
if (Settings::values.enable_dsp_lle) {
dsp_core = std::make_unique<AudioCore::DspLle>(*memory,
Settings::values.enable_dsp_lle_multithread);
} else {
dsp_core = std::make_unique<AudioCore::DspHle>(*memory);
}
memory->SetDSP(*dsp_core);
dsp_core->SetSink(Settings::values.sink_id, Settings::values.audio_device_id);
dsp_core->EnableStretching(Settings::values.enable_audio_stretching);
telemetry_session = std::make_unique<Core::TelemetrySession>();
rpc_server = std::make_unique<RPC::RPCServer>();
service_manager = std::make_shared<Service::SM::ServiceManager>(*this);
archive_manager = std::make_unique<Service::FS::ArchiveManager>(*this);
HW::Init(*memory);
Service::Init(*this);
GDBStub::Init();
ResultStatus result = VideoCore::Init(emu_window, *memory);
if (result != ResultStatus::Success) {
return result;
}
LOG_DEBUG(Core, "Initialized OK");
// Reset counters and set time origin to current frame
GetAndResetPerfStats();
perf_stats.BeginSystemFrame();
return ResultStatus::Success;
}
Service::SM::ServiceManager& System::ServiceManager() {
return *service_manager;
}
const Service::SM::ServiceManager& System::ServiceManager() const {
return *service_manager;
}
Service::FS::ArchiveManager& System::ArchiveManager() {
return *archive_manager;
}
const Service::FS::ArchiveManager& System::ArchiveManager() const {
return *archive_manager;
}
Kernel::KernelSystem& System::Kernel() {
return *kernel;
}
const Kernel::KernelSystem& System::Kernel() const {
return *kernel;
}
Timing& System::CoreTiming() {
return *timing;
}
const Timing& System::CoreTiming() const {
return *timing;
}
Memory::MemorySystem& System::Memory() {
return *memory;
}
const Memory::MemorySystem& System::Memory() const {
return *memory;
}
Cheats::CheatEngine& System::CheatEngine() {
return *cheat_engine;
}
const Cheats::CheatEngine& System::CheatEngine() const {
return *cheat_engine;
}
void System::RegisterMiiSelector(std::shared_ptr<Frontend::MiiSelector> mii_selector) {
registered_mii_selector = std::move(mii_selector);
}
void System::RegisterSoftwareKeyboard(std::shared_ptr<Frontend::SoftwareKeyboard> swkbd) {
registered_swkbd = std::move(swkbd);
}
void System::Shutdown() {
// Log last frame performance stats
const auto perf_results = GetAndResetPerfStats();
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed",
perf_results.emulation_speed * 100.0);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate",
perf_results.game_fps);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime",
perf_results.frametime * 1000.0);
// Shutdown emulation session
GDBStub::Shutdown();
VideoCore::Shutdown();
HW::Shutdown();
telemetry_session.reset();
rpc_server.reset();
cheat_engine.reset();
service_manager.reset();
dsp_core.reset();
cpu_core.reset();
kernel.reset();
timing.reset();
app_loader.reset();
if (auto room_member = Network::GetRoomMember().lock()) {
Network::GameInfo game_info{};
room_member->SendGameInfo(game_info);
}
LOG_DEBUG(Core, "Shutdown OK");
}
void System::Reset() {
// This is NOT a proper reset, but a temporary workaround by shutting down the system and
// reloading.
// TODO: Properly implement the reset
Shutdown();
// Reload the system with the same setting
Load(*m_emu_window, m_filepath);
}
} // namespace Core