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This moves all the byte swapping utilities into a header named Swap.h. A dedicated header is much more preferable here due to the size of the code itself. In general usage throughout the codebase, CommonFuncs.h was generally only included for these functions anyway. These being in their own header avoids dumping the lesser used utilities into scope. As well as providing a localized area for more utilities related to byte swapping in the future (should they be needed). This also makes it nicer to identify which files depend on the byte swapping utilities in particular. Since this is a completely new header, moving the code uncovered a few indirect includes, as well as making some other inclusions unnecessary.
197 lines
5.1 KiB
C++
197 lines
5.1 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cstring>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/NandPaths.h"
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#include "Common/Swap.h"
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#include "Core/Boot/Boot.h"
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#include "Core/Boot/ElfReader.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/DSPEmulator.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DVDInterface.h"
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#include "Core/HW/DVDThread.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/IOS/ES/Formats.h"
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#include "Core/IOS/MIOS.h"
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#include "Core/PowerPC/PPCSymbolDB.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/Volume.h"
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namespace IOS
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{
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namespace HLE
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{
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namespace MIOS
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{
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constexpr u64 MIOS_TITLE_ID = 0x0000000100000101;
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// Source: https://wiibrew.org/wiki/ARM_Binaries
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struct ARMBinary final
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{
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explicit ARMBinary(const std::vector<u8>& bytes);
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explicit ARMBinary(std::vector<u8>&& bytes);
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bool IsValid() const;
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std::vector<u8> GetElf() const;
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u32 GetHeaderSize() const;
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u32 GetElfOffset() const;
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u32 GetElfSize() const;
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private:
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std::vector<u8> m_bytes;
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};
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ARMBinary::ARMBinary(const std::vector<u8>& bytes) : m_bytes(bytes)
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{
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}
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ARMBinary::ARMBinary(std::vector<u8>&& bytes) : m_bytes(std::move(bytes))
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{
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}
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bool ARMBinary::IsValid() const
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{
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// The header is at least 0x10.
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if (m_bytes.size() < 0x10)
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return false;
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return m_bytes.size() >= (GetHeaderSize() + GetElfOffset() + GetElfSize());
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}
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std::vector<u8> ARMBinary::GetElf() const
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{
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const auto iterator = m_bytes.cbegin() + GetHeaderSize() + GetElfOffset();
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return std::vector<u8>(iterator, iterator + GetElfSize());
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}
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u32 ARMBinary::GetHeaderSize() const
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{
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return Common::swap32(m_bytes.data());
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}
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u32 ARMBinary::GetElfOffset() const
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{
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return Common::swap32(m_bytes.data() + 0x4);
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}
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u32 ARMBinary::GetElfSize() const
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{
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return Common::swap32(m_bytes.data() + 0x8);
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}
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static std::vector<u8> GetMIOSBinary()
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{
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const auto& loader =
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DiscIO::CNANDContentManager::Access().GetNANDLoader(MIOS_TITLE_ID, Common::FROM_SESSION_ROOT);
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if (!loader.IsValid())
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return {};
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const auto* content = loader.GetContentByIndex(loader.GetTMD().GetBootIndex());
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if (!content)
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return {};
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return content->m_Data->Get();
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}
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static void ReinitHardware()
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{
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SConfig::GetInstance().bWii = false;
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// IOS clears mem2 and overwrites it with pseudo-random data (for security).
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std::memset(Memory::m_pEXRAM, 0, Memory::EXRAM_SIZE);
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// MIOS appears to only reset the DI and the PPC.
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DVDInterface::Reset();
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PowerPC::Reset();
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// Note: this is specific to Dolphin and is required because we initialised it in Wii mode.
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DSP::Reinit(SConfig::GetInstance().bDSPHLE);
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DSP::GetDSPEmulator()->Initialize(SConfig::GetInstance().bWii, SConfig::GetInstance().bDSPThread);
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SystemTimers::ChangePPCClock(SystemTimers::Mode::GC);
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}
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static void UpdateRunningGame()
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{
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DVDThread::WaitUntilIdle();
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const DiscIO::IVolume& volume = DVDInterface::GetVolume();
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SConfig::GetInstance().m_BootType = SConfig::BOOT_MIOS;
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SConfig::GetInstance().m_strName = volume.GetInternalName();
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SConfig::GetInstance().m_strGameID = volume.GetGameID();
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SConfig::GetInstance().m_revision = volume.GetRevision();
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g_symbolDB.Clear();
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CBoot::LoadMapFromFilename();
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::HLE::Clear();
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::HLE::PatchFunctions();
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NOTICE_LOG(IOS, "Running game: %s (%s)", SConfig::GetInstance().m_strName.c_str(),
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SConfig::GetInstance().m_strGameID.c_str());
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}
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constexpr u32 ADDRESS_INIT_SEMAPHORE = 0x30f8;
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bool Load()
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{
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Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
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Memory::Write_U32(0x09142001, 0x3180);
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ARMBinary mios{GetMIOSBinary()};
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if (!mios.IsValid())
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{
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PanicAlertT("Failed to load MIOS. It is required for launching GameCube titles from Wii mode.");
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Core::QueueHostJob(Core::Stop);
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return false;
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}
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std::vector<u8> elf_bytes = mios.GetElf();
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ElfReader elf{elf_bytes.data()};
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if (!elf.LoadIntoMemory(true))
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{
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PanicAlertT("Failed to load MIOS ELF into memory.");
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Core::QueueHostJob(Core::Stop);
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return false;
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}
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ReinitHardware();
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NOTICE_LOG(IOS, "Reinitialised hardware.");
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// Load symbols for the IPL if they exist.
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g_symbolDB.Clear();
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if (g_symbolDB.LoadMap(File::GetUserPath(D_MAPS_IDX) + "mios-ipl.map"))
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{
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::HLE::Clear();
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::HLE::PatchFunctions();
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}
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const PowerPC::CoreMode core_mode = PowerPC::GetMode();
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PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
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MSR = 0;
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PC = 0x3400;
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NOTICE_LOG(IOS, "Loaded MIOS and bootstrapped PPC.");
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// IOS writes 0 to 0x30f8 before bootstrapping the PPC. Once started, the IPL eventually writes
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// 0xdeadbeef there, then waits for it to be cleared by IOS before continuing.
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while (Memory::Read_U32(ADDRESS_INIT_SEMAPHORE) != 0xdeadbeef)
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PowerPC::SingleStep();
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PowerPC::SetMode(core_mode);
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Memory::Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
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NOTICE_LOG(IOS, "IPL ready.");
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UpdateRunningGame();
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return true;
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}
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} // namespace MIOS
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} // namespace HLE
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} // namespace IOS
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