mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-12 11:14:14 +01:00
581 lines
18 KiB
C++
581 lines
18 KiB
C++
#pragma optimize("", off)
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <fstream>
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#include <memory>
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#include <stdexcept>
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#include <utility>
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#include <boost/serialization/array.hpp>
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#include "audio_core/dsp_interface.h"
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#include "audio_core/hle/hle.h"
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#include "audio_core/lle/lle.h"
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#include "common/logging/log.h"
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#include "common/texture.h"
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#include "core/arm/arm_interface.h"
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#ifdef ARCHITECTURE_x86_64
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#include "core/arm/dynarmic/arm_dynarmic.h"
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#endif
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#include "core/arm/dyncom/arm_dyncom.h"
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#include "core/cheats/cheats.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/dumping/backend.h"
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#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
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#include "core/dumping/ffmpeg_backend.h"
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#endif
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#include "core/custom_tex_cache.h"
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#include "core/gdbstub/gdbstub.h"
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#include "core/global.h"
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#include "core/hle/kernel/client_port.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/thread.h"
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#include "core/hle/service/fs/archive.h"
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#include "core/hle/service/gsp/gsp.h"
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#include "core/hle/service/pm/pm_app.h"
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#include "core/hle/service/service.h"
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#include "core/hle/service/sm/sm.h"
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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#include "core/loader/loader.h"
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#include "core/movie.h"
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#include "core/rpc/rpc_server.h"
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#include "core/settings.h"
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#include "network/network.h"
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#include "video_core/video_core.h"
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namespace Core {
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/*static*/ System System::s_instance;
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template <>
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Core::System& Global() {
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return System::GetInstance();
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}
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template <>
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Kernel::KernelSystem& Global() {
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return System::GetInstance().Kernel();
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}
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template <>
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Core::Timing& Global() {
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return System::GetInstance().CoreTiming();
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}
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System::~System() = default;
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System::ResultStatus System::RunLoop(bool tight_loop) {
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status = ResultStatus::Success;
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if (std::any_of(cpu_cores.begin(), cpu_cores.end(),
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[](std::shared_ptr<ARM_Interface> ptr) { return ptr == nullptr; })) {
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return ResultStatus::ErrorNotInitialized;
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}
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if (GDBStub::IsServerEnabled()) {
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GDBStub::HandlePacket();
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// If the loop is halted and we want to step, use a tiny (1) number of instructions to
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// execute. Otherwise, get out of the loop function.
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if (GDBStub::GetCpuHaltFlag()) {
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if (GDBStub::GetCpuStepFlag()) {
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tight_loop = false;
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} else {
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return ResultStatus::Success;
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}
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}
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}
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// All cores should have executed the same amount of ticks. If this is not the case an event was
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// scheduled with a cycles_into_future smaller then the current downcount.
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// So we have to get those cores to the same global time first
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u64 global_ticks = timing->GetGlobalTicks();
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s64 max_delay = 0;
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std::shared_ptr<ARM_Interface> current_core_to_execute = nullptr;
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for (auto& cpu_core : cpu_cores) {
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if (cpu_core->GetTimer()->GetTicks() < global_ticks) {
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s64 delay = global_ticks - cpu_core->GetTimer()->GetTicks();
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cpu_core->GetTimer()->Advance(delay);
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if (max_delay < delay) {
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max_delay = delay;
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current_core_to_execute = cpu_core;
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}
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}
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}
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if (max_delay > 0) {
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LOG_TRACE(Core_ARM11, "Core {} running (delayed) for {} ticks",
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current_core_to_execute->GetID(),
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current_core_to_execute->GetTimer()->GetDowncount());
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running_core = current_core_to_execute.get();
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kernel->SetRunningCPU(current_core_to_execute);
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if (kernel->GetCurrentThreadManager().GetCurrentThread() == nullptr) {
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LOG_TRACE(Core_ARM11, "Core {} idling", current_core_to_execute->GetID());
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current_core_to_execute->GetTimer()->Idle();
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PrepareReschedule();
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} else {
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if (tight_loop) {
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current_core_to_execute->Run();
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} else {
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current_core_to_execute->Step();
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}
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}
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} else {
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// Now all cores are at the same global time. So we will run them one after the other
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// with a max slice that is the minimum of all max slices of all cores
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// TODO: Make special check for idle since we can easily revert the time of idle cores
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s64 max_slice = Timing::MAX_SLICE_LENGTH;
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for (const auto& cpu_core : cpu_cores) {
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max_slice = std::min(max_slice, cpu_core->GetTimer()->GetMaxSliceLength());
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}
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for (auto& cpu_core : cpu_cores) {
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cpu_core->GetTimer()->Advance(max_slice);
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}
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for (auto& cpu_core : cpu_cores) {
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LOG_TRACE(Core_ARM11, "Core {} running for {} ticks", cpu_core->GetID(),
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cpu_core->GetTimer()->GetDowncount());
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running_core = cpu_core.get();
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kernel->SetRunningCPU(cpu_core);
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// If we don't have a currently active thread then don't execute instructions,
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// instead advance to the next event and try to yield to the next thread
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if (kernel->GetCurrentThreadManager().GetCurrentThread() == nullptr) {
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LOG_TRACE(Core_ARM11, "Core {} idling", cpu_core->GetID());
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cpu_core->GetTimer()->Idle();
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PrepareReschedule();
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} else {
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if (tight_loop) {
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cpu_core->Run();
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} else {
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cpu_core->Step();
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}
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}
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}
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timing->AddToGlobalTicks(max_slice);
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}
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if (GDBStub::IsServerEnabled()) {
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GDBStub::SetCpuStepFlag(false);
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}
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HW::Update();
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Reschedule();
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Signal signal{Signal::None};
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u32 param{};
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{
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std::lock_guard lock{signal_mutex};
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if (current_signal != Signal::None) {
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signal = current_signal;
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param = signal_param;
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current_signal = Signal::None;
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}
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}
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switch (signal) {
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case Signal::Reset:
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Reset();
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break;
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case Signal::Shutdown:
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return ResultStatus::ShutdownRequested;
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break;
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case Signal::Load: {
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LOG_INFO(Core, "Begin load");
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System::LoadState(param);
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LOG_INFO(Core, "Load completed");
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} break;
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case Signal::Save: {
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LOG_INFO(Core, "Begin save");
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System::SaveState(param);
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LOG_INFO(Core, "Save completed");
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} break;
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default:
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break;
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}
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return status;
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}
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bool System::SendSignal(System::Signal signal, u32 param) {
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std::lock_guard lock{signal_mutex};
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if (current_signal != signal && current_signal != Signal::None) {
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LOG_ERROR(Core, "Unable to {} as {} is ongoing", signal, current_signal);
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return false;
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}
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current_signal = signal;
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signal_param = param;
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return true;
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}
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System::ResultStatus System::SingleStep() {
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return RunLoop(false);
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}
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System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
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app_loader = Loader::GetLoader(filepath);
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if (!app_loader) {
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LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
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return ResultStatus::ErrorGetLoader;
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}
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std::pair<std::optional<u32>, Loader::ResultStatus> system_mode =
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app_loader->LoadKernelSystemMode();
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if (system_mode.second != Loader::ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!",
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static_cast<int>(system_mode.second));
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switch (system_mode.second) {
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case Loader::ResultStatus::ErrorEncrypted:
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return ResultStatus::ErrorLoader_ErrorEncrypted;
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case Loader::ResultStatus::ErrorInvalidFormat:
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return ResultStatus::ErrorLoader_ErrorInvalidFormat;
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default:
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return ResultStatus::ErrorSystemMode;
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}
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}
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ASSERT(system_mode.first);
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auto n3ds_mode = app_loader->LoadKernelN3dsMode();
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ASSERT(n3ds_mode.first);
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ResultStatus init_result{Init(emu_window, *system_mode.first, *n3ds_mode.first)};
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if (init_result != ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
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static_cast<u32>(init_result));
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System::Shutdown();
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return init_result;
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}
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telemetry_session->AddInitialInfo(*app_loader);
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std::shared_ptr<Kernel::Process> process;
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const Loader::ResultStatus load_result{app_loader->Load(process)};
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kernel->SetCurrentProcess(process);
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if (Loader::ResultStatus::Success != load_result) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<u32>(load_result));
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System::Shutdown();
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switch (load_result) {
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case Loader::ResultStatus::ErrorEncrypted:
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return ResultStatus::ErrorLoader_ErrorEncrypted;
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case Loader::ResultStatus::ErrorInvalidFormat:
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return ResultStatus::ErrorLoader_ErrorInvalidFormat;
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default:
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return ResultStatus::ErrorLoader;
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}
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}
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cheat_engine = std::make_unique<Cheats::CheatEngine>(*this);
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title_id = 0;
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if (app_loader->ReadProgramId(title_id) != Loader::ResultStatus::Success) {
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LOG_ERROR(Core, "Failed to find title id for ROM (Error {})",
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static_cast<u32>(load_result));
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}
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perf_stats = std::make_unique<PerfStats>(title_id);
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custom_tex_cache = std::make_unique<Core::CustomTexCache>();
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if (Settings::values.custom_textures) {
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FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
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FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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Kernel().GetCurrentProcess()->codeset->program_id));
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custom_tex_cache->FindCustomTextures();
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}
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if (Settings::values.preload_textures)
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custom_tex_cache->PreloadTextures();
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status = ResultStatus::Success;
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m_emu_window = &emu_window;
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m_filepath = filepath;
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// Reset counters and set time origin to current frame
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GetAndResetPerfStats();
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perf_stats->BeginSystemFrame();
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return status;
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}
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void System::PrepareReschedule() {
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running_core->PrepareReschedule();
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reschedule_pending = true;
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}
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PerfStats::Results System::GetAndResetPerfStats() {
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return perf_stats->GetAndResetStats(timing->GetGlobalTimeUs());
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}
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void System::Reschedule() {
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if (!reschedule_pending) {
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return;
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}
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reschedule_pending = false;
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for (const auto& core : cpu_cores) {
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LOG_TRACE(Core_ARM11, "Reschedule core {}", core->GetID());
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kernel->GetThreadManager(core->GetID()).Reschedule();
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}
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}
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System::ResultStatus System::Init(Frontend::EmuWindow& emu_window, u32 system_mode, u8 n3ds_mode) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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u32 num_cores = 2;
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if (Settings::values.is_new_3ds) {
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num_cores = 4;
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}
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memory = std::make_unique<Memory::MemorySystem>();
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timing = std::make_unique<Timing>(num_cores, Settings::values.cpu_clock_percentage);
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kernel = std::make_unique<Kernel::KernelSystem>(
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*memory, *timing, [this] { PrepareReschedule(); }, system_mode, num_cores, n3ds_mode);
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if (Settings::values.use_cpu_jit) {
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#ifdef ARCHITECTURE_x86_64
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for (u32 i = 0; i < num_cores; ++i) {
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cpu_cores.push_back(
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std::make_shared<ARM_Dynarmic>(this, *memory, USER32MODE, i, timing->GetTimer(i)));
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}
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#else
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for (u32 i = 0; i < num_cores; ++i) {
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cpu_cores.push_back(
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std::make_shared<ARM_DynCom>(this, *memory, USER32MODE, i, timing->GetTimer(i)));
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}
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LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
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#endif
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} else {
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for (u32 i = 0; i < num_cores; ++i) {
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cpu_cores.push_back(
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std::make_shared<ARM_DynCom>(this, *memory, USER32MODE, i, timing->GetTimer(i)));
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}
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}
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running_core = cpu_cores[0].get();
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kernel->SetCPUs(cpu_cores);
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kernel->SetRunningCPU(cpu_cores[0]);
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if (Settings::values.enable_dsp_lle) {
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dsp_core = std::make_unique<AudioCore::DspLle>(*memory,
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Settings::values.enable_dsp_lle_multithread);
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} else {
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dsp_core = std::make_unique<AudioCore::DspHle>(*memory);
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}
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memory->SetDSP(*dsp_core);
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dsp_core->SetSink(Settings::values.sink_id, Settings::values.audio_device_id);
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dsp_core->EnableStretching(Settings::values.enable_audio_stretching);
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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rpc_server = std::make_unique<RPC::RPCServer>();
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service_manager = std::make_unique<Service::SM::ServiceManager>(*this);
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archive_manager = std::make_unique<Service::FS::ArchiveManager>(*this);
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HW::Init(*memory);
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Service::Init(*this);
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GDBStub::DeferStart();
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VideoCore::ResultStatus result = VideoCore::Init(emu_window, *memory);
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if (result != VideoCore::ResultStatus::Success) {
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switch (result) {
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case VideoCore::ResultStatus::ErrorGenericDrivers:
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return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
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case VideoCore::ResultStatus::ErrorBelowGL33:
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return ResultStatus::ErrorVideoCore_ErrorBelowGL33;
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default:
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return ResultStatus::ErrorVideoCore;
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}
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}
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#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
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video_dumper = std::make_unique<VideoDumper::FFmpegBackend>();
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#else
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video_dumper = std::make_unique<VideoDumper::NullBackend>();
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#endif
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LOG_DEBUG(Core, "Initialized OK");
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initalized = true;
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return ResultStatus::Success;
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}
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RendererBase& System::Renderer() {
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return *VideoCore::g_renderer;
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}
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Service::SM::ServiceManager& System::ServiceManager() {
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return *service_manager;
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}
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const Service::SM::ServiceManager& System::ServiceManager() const {
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return *service_manager;
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}
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Service::FS::ArchiveManager& System::ArchiveManager() {
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return *archive_manager;
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}
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const Service::FS::ArchiveManager& System::ArchiveManager() const {
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return *archive_manager;
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}
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Kernel::KernelSystem& System::Kernel() {
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return *kernel;
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}
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const Kernel::KernelSystem& System::Kernel() const {
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return *kernel;
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}
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Timing& System::CoreTiming() {
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return *timing;
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}
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const Timing& System::CoreTiming() const {
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return *timing;
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}
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Memory::MemorySystem& System::Memory() {
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return *memory;
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}
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const Memory::MemorySystem& System::Memory() const {
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return *memory;
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}
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Cheats::CheatEngine& System::CheatEngine() {
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return *cheat_engine;
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}
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const Cheats::CheatEngine& System::CheatEngine() const {
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return *cheat_engine;
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}
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VideoDumper::Backend& System::VideoDumper() {
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return *video_dumper;
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}
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const VideoDumper::Backend& System::VideoDumper() const {
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return *video_dumper;
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}
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Core::CustomTexCache& System::CustomTexCache() {
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return *custom_tex_cache;
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}
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const Core::CustomTexCache& System::CustomTexCache() const {
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return *custom_tex_cache;
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}
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void System::RegisterMiiSelector(std::shared_ptr<Frontend::MiiSelector> mii_selector) {
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registered_mii_selector = std::move(mii_selector);
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}
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void System::RegisterSoftwareKeyboard(std::shared_ptr<Frontend::SoftwareKeyboard> swkbd) {
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registered_swkbd = std::move(swkbd);
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}
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void System::RegisterImageInterface(std::shared_ptr<Frontend::ImageInterface> image_interface) {
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registered_image_interface = std::move(image_interface);
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}
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void System::Shutdown() {
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// Log last frame performance stats
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const auto perf_results = GetAndResetPerfStats();
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telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed",
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perf_results.emulation_speed * 100.0);
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telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate",
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perf_results.game_fps);
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telemetry_session->AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime",
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perf_results.frametime * 1000.0);
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telemetry_session->AddField(Telemetry::FieldType::Performance, "Mean_Frametime_MS",
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perf_stats->GetMeanFrametime());
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// Shutdown emulation session
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GDBStub::Shutdown();
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VideoCore::Shutdown();
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HW::Shutdown();
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telemetry_session.reset();
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perf_stats.reset();
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rpc_server.reset();
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cheat_engine.reset();
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archive_manager.reset();
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service_manager.reset();
|
|
dsp_core.reset();
|
|
cpu_cores.clear();
|
|
kernel.reset();
|
|
timing.reset();
|
|
app_loader.reset();
|
|
|
|
if (video_dumper->IsDumping()) {
|
|
video_dumper->StopDumping();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
template <class Archive>
|
|
void System::serialize(Archive& ar, const unsigned int file_version) {
|
|
u32 num_cores;
|
|
if (Archive::is_saving::value) {
|
|
num_cores = this->GetNumCores();
|
|
}
|
|
ar& num_cores;
|
|
if (num_cores != this->GetNumCores()) {
|
|
throw std::runtime_error("Wrong N3DS mode");
|
|
}
|
|
// flush on save, don't flush on load
|
|
bool should_flush = !Archive::is_loading::value;
|
|
Memory::RasterizerClearAll(should_flush);
|
|
ar&* timing.get();
|
|
for (u32 i = 0; i < num_cores; i++) {
|
|
ar&* cpu_cores[i].get();
|
|
}
|
|
ar&* service_manager.get();
|
|
ar&* archive_manager.get();
|
|
ar& GPU::g_regs;
|
|
ar& LCD::g_regs;
|
|
|
|
// NOTE: DSP doesn't like being destroyed and recreated. So instead we do an inline
|
|
// serialization; this means that the DSP Settings need to match for loading to work.
|
|
bool dsp_type = Settings::values.enable_dsp_lle;
|
|
ar& dsp_type;
|
|
if (dsp_type != Settings::values.enable_dsp_lle) {
|
|
throw std::runtime_error(
|
|
"Incorrect DSP type - please change this in Settings before loading");
|
|
}
|
|
auto dsp_hle = dynamic_cast<AudioCore::DspHle*>(dsp_core.get());
|
|
if (dsp_hle) {
|
|
ar&* dsp_hle;
|
|
}
|
|
auto dsp_lle = dynamic_cast<AudioCore::DspLle*>(dsp_core.get());
|
|
if (dsp_lle) {
|
|
ar&* dsp_lle;
|
|
}
|
|
|
|
ar&* memory.get();
|
|
ar&* kernel.get();
|
|
|
|
// This needs to be set from somewhere - might as well be here!
|
|
if (Archive::is_loading::value) {
|
|
Service::GSP::SetGlobalModule(*this);
|
|
}
|
|
}
|
|
|
|
SERIALIZE_IMPL(System)
|
|
|
|
} // namespace Core
|