Léo Lam fb124c2eb0 Use nested namespaces for IOS HLE
Pretty much all of the source files contain the following:

    namespace IOS
    {
    namespace HLE
    {
    namespace <name>
    {
    // actual code here
    }  // namespace <name>
    }  // namespace HLE
    }  // namespace IOS

which is really verbose boilerplate, because most of the files inside
of Core/IOS are for IOS HLE.

This commit replaces that with a more concise `namespace IOS::HLE`
or `namespace IOS::HLE::(name)`.
2018-05-30 11:40:05 +02:00

81 lines
2.4 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/IOS/MIOS.h"
#include <cstring>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Swap.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/DSPEmulator.h"
#include "Core/HLE/HLE.h"
#include "Core/HW/DSP.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/Memmap.h"
#include "Core/HW/SystemTimers.h"
#include "Core/PowerPC/PPCSymbolDB.h"
#include "Core/PowerPC/PowerPC.h"
namespace IOS::HLE::MIOS
{
static void ReinitHardware()
{
SConfig::GetInstance().bWii = false;
// IOS clears mem2 and overwrites it with pseudo-random data (for security).
std::memset(Memory::m_pEXRAM, 0, Memory::EXRAM_SIZE);
// MIOS appears to only reset the DI and the PPC.
DVDInterface::Reset();
PowerPC::Reset();
// Note: this is specific to Dolphin and is required because we initialised it in Wii mode.
DSP::Reinit(SConfig::GetInstance().bDSPHLE);
DSP::GetDSPEmulator()->Initialize(SConfig::GetInstance().bWii, SConfig::GetInstance().bDSPThread);
SystemTimers::ChangePPCClock(SystemTimers::Mode::GC);
}
constexpr u32 ADDRESS_INIT_SEMAPHORE = 0x30f8;
bool Load()
{
Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
Memory::Write_U32(0x09142001, 0x3180);
ReinitHardware();
NOTICE_LOG(IOS, "Reinitialised hardware.");
// Load symbols for the IPL if they exist.
g_symbolDB.Clear();
if (g_symbolDB.LoadMap(File::GetUserPath(D_MAPS_IDX) + "mios-ipl.map"))
{
::HLE::Clear();
::HLE::PatchFunctions();
}
const PowerPC::CoreMode core_mode = PowerPC::GetMode();
PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
MSR.Hex = 0;
PC = 0x3400;
NOTICE_LOG(IOS, "Loaded MIOS and bootstrapped PPC.");
// IOS writes 0 to 0x30f8 before bootstrapping the PPC. Once started, the IPL eventually writes
// 0xdeadbeef there, then waits for it to be cleared by IOS before continuing.
while (Memory::Read_U32(ADDRESS_INIT_SEMAPHORE) != 0xdeadbeef)
PowerPC::SingleStep();
PowerPC::SetMode(core_mode);
Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
NOTICE_LOG(IOS, "IPL ready.");
SConfig::GetInstance().m_is_mios = true;
DVDInterface::UpdateRunningGameMetadata();
return true;
}
} // namespace IOS::HLE::MIOS