mitaclaw b52a08d533 DolphinQt: A Ubiquitous Signal For When Symbols Change
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
2024-03-28 09:57:22 -07:00

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// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/IOS/MIOS.h"
#include <cstring>
#include <utility>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Swap.h"
#include "Core/Config/MainSettings.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/HW/Wiimote.h"
#include "Core/Host.h"
#include "Core/PowerPC/PPCSymbolDB.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/System.h"
namespace IOS::HLE::MIOS
{
static void ReinitHardware(Core::System& system)
{
system.SetIsWii(false);
// IOS clears mem2 and overwrites it with pseudo-random data (for security).
auto& memory = system.GetMemory();
std::memset(memory.GetEXRAM(), 0, memory.GetExRamSizeReal());
// MIOS appears to only reset the DI and the PPC.
// HACK However, resetting DI will reset the DTK config, which is set by the system menu
// (and not by MIOS), causing games that use DTK to break. Perhaps MIOS doesn't actually
// reset DI fully, in such a way that the DTK config isn't cleared?
// system.GetDVDInterface().ResetDrive(true);
system.GetPowerPC().Reset();
Wiimote::ResetAllWiimotes();
// Note: this is specific to Dolphin and is required because we initialised it in Wii mode.
auto& dsp = system.GetDSP();
dsp.Reinit(Config::Get(Config::MAIN_DSP_HLE));
dsp.GetDSPEmulator()->Initialize(system.IsWii(), Config::Get(Config::MAIN_DSP_THREAD));
system.GetSystemTimers().ChangePPCClock(SystemTimers::Mode::GC);
}
constexpr u32 ADDRESS_INIT_SEMAPHORE = 0x30f8;
bool Load(Core::System& system)
{
auto& memory = system.GetMemory();
ASSERT(Core::IsCPUThread());
Core::CPUThreadGuard guard(system);
memory.Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
memory.Write_U32(0x09142001, 0x3180);
ReinitHardware(system);
NOTICE_LOG_FMT(IOS, "Reinitialised hardware.");
auto& power_pc = system.GetPowerPC();
auto& ppc_symbol_db = power_pc.GetSymbolDB();
// Load symbols for the IPL if they exist.
if (!ppc_symbol_db.IsEmpty())
{
ppc_symbol_db.Clear();
Host_PPCSymbolsChanged();
}
if (ppc_symbol_db.LoadMap(guard, File::GetUserPath(D_MAPS_IDX) + "mios-ipl.map"))
{
::HLE::Clear();
::HLE::PatchFunctions(system);
Host_PPCSymbolsChanged();
}
const PowerPC::CoreMode core_mode = power_pc.GetMode();
power_pc.SetMode(PowerPC::CoreMode::Interpreter);
PowerPC::PowerPCState& ppc_state = power_pc.GetPPCState();
ppc_state.msr.Hex = 0;
ppc_state.pc = 0x3400;
PowerPC::MSRUpdated(ppc_state);
NOTICE_LOG_FMT(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)
power_pc.SingleStep();
power_pc.SetMode(core_mode);
memory.Write_U32(0x00000000, ADDRESS_INIT_SEMAPHORE);
NOTICE_LOG_FMT(IOS, "IPL ready.");
system.SetIsMIOS(true);
system.GetDVDInterface().UpdateRunningGameMetadata();
SConfig::OnNewTitleLoad(guard);
return true;
}
} // namespace IOS::HLE::MIOS