citra/src/core/core.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <utility>
#include <boost/serialization/array.hpp>
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#include "audio_core/dsp_interface.h"
#include "audio_core/hle/hle.h"
#include "audio_core/lle/lle.h"
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#include "common/archives.h"
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#include "common/logging/log.h"
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#include "common/texture.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"
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#include "core/dumping/backend.h"
#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
#include "core/dumping/ffmpeg_backend.h"
#endif
#include "core/custom_tex_cache.h"
#include "core/gdbstub/gdbstub.h"
#include "core/global.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"
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#include "core/hw/gpu.h"
#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
#include "core/loader/loader.h"
#include "core/movie.h"
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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#include "core/rpc/rpc_server.h"
#include "core/settings.h"
#include "network/network.h"
#include "video_core/video_core.h"
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namespace Core {
/*static*/ System System::s_instance;
template <>
Core::System& Global() { return System::GetInstance(); }
template <>
Kernel::KernelSystem& Global() { return System::GetInstance().Kernel(); }
System::ResultStatus System::RunLoop(bool tight_loop) {
status = ResultStatus::Success;
if (!cpu_core) {
return ResultStatus::ErrorNotInitialized;
}
if (GDBStub::IsServerEnabled()) {
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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.
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if (GDBStub::GetCpuHaltFlag()) {
if (GDBStub::GetCpuStepFlag()) {
tight_loop = false;
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} else {
return ResultStatus::Success;
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}
}
}
// 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) {
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LOG_TRACE(Core_ARM11, "Idling");
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timing->Idle();
timing->Advance();
PrepareReschedule();
} else {
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timing->Advance();
if (tight_loop) {
cpu_core->Run();
} else {
cpu_core->Step();
}
}
if (GDBStub::IsServerEnabled()) {
GDBStub::SetCpuStepFlag(false);
}
HW::Update();
Reschedule();
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if (reset_requested.exchange(false)) {
Reset();
} else if (shutdown_requested.exchange(false)) {
return ResultStatus::ShutdownRequested;
}
return status;
}
System::ResultStatus System::SingleStep() {
return RunLoop(false);
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}
System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
app_loader = Loader::GetLoader(filepath);
if (!app_loader) {
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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) {
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LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!",
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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) {
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LOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
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static_cast<u32>(init_result));
System::Shutdown();
return init_result;
}
telemetry_session->AddInitialInfo(*app_loader);
std::shared_ptr<Kernel::Process> process;
const Loader::ResultStatus load_result{app_loader->Load(process)};
kernel->SetCurrentProcess(process);
if (Loader::ResultStatus::Success != load_result) {
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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;
}
}
cheat_engine = std::make_unique<Cheats::CheatEngine>(*this);
u64 title_id{0};
if (app_loader->ReadProgramId(title_id) != Loader::ResultStatus::Success) {
LOG_ERROR(Core, "Failed to find title id for ROM (Error {})",
static_cast<u32>(load_result));
}
perf_stats = std::make_unique<PerfStats>(title_id);
custom_tex_cache = std::make_unique<Core::CustomTexCache>();
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if (Settings::values.custom_textures) {
FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
Kernel().GetCurrentProcess()->codeset->program_id));
custom_tex_cache->FindCustomTextures();
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}
if (Settings::values.preload_textures)
custom_tex_cache->PreloadTextures();
status = ResultStatus::Success;
m_emu_window = &emu_window;
m_filepath = filepath;
// Reset counters and set time origin to current frame
GetAndResetPerfStats();
perf_stats->BeginSystemFrame();
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(Frontend::EmuWindow& emu_window, u32 system_mode) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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memory = std::make_unique<Memory::MemorySystem>();
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timing = std::make_unique<Timing>();
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kernel = std::make_unique<Kernel::KernelSystem>(*memory, *timing,
[this] { PrepareReschedule(); }, system_mode);
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if (Settings::values.use_cpu_jit) {
#ifdef ARCHITECTURE_x86_64
cpu_core = std::make_shared<ARM_Dynarmic>(this, *memory, USER32MODE);
#else
cpu_core = std::make_shared<ARM_DynCom>(this, *memory, USER32MODE);
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LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
#endif
} else {
cpu_core = std::make_shared<ARM_DynCom>(this, *memory, USER32MODE);
}
kernel->SetCPU(cpu_core);
if (Settings::values.enable_dsp_lle) {
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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);
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dsp_core->EnableStretching(Settings::values.enable_audio_stretching);
telemetry_session = std::make_unique<Core::TelemetrySession>();
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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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);
Service::Init(*this);
GDBStub::Init();
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VideoCore::ResultStatus result = VideoCore::Init(emu_window, *memory);
if (result != VideoCore::ResultStatus::Success) {
switch (result) {
case VideoCore::ResultStatus::ErrorGenericDrivers:
return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
case VideoCore::ResultStatus::ErrorBelowGL33:
return ResultStatus::ErrorVideoCore_ErrorBelowGL33;
default:
return ResultStatus::ErrorVideoCore;
}
}
#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
video_dumper = std::make_unique<VideoDumper::FFmpegBackend>();
#else
video_dumper = std::make_unique<VideoDumper::NullBackend>();
#endif
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LOG_DEBUG(Core, "Initialized OK");
return ResultStatus::Success;
}
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RendererBase& System::Renderer() {
return *VideoCore::g_renderer;
}
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;
}
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Kernel::KernelSystem& System::Kernel() {
return *kernel;
}
const Kernel::KernelSystem& System::Kernel() const {
return *kernel;
}
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Timing& System::CoreTiming() {
return *timing;
}
const Timing& System::CoreTiming() const {
return *timing;
}
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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;
}
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VideoDumper::Backend& System::VideoDumper() {
return *video_dumper;
}
const VideoDumper::Backend& System::VideoDumper() const {
return *video_dumper;
}
Core::CustomTexCache& System::CustomTexCache() {
return *custom_tex_cache;
}
const Core::CustomTexCache& System::CustomTexCache() const {
return *custom_tex_cache;
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}
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::RegisterImageInterface(std::shared_ptr<Frontend::ImageInterface> image_interface) {
registered_image_interface = std::move(image_interface);
}
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);
telemetry_session->AddField(Telemetry::FieldType::Performance, "Mean_Frametime_MS",
perf_stats->GetMeanFrametime());
// Shutdown emulation session
GDBStub::Shutdown();
VideoCore::Shutdown();
HW::Shutdown();
telemetry_session.reset();
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perf_stats.reset();
Initial support for scripting (#4016) * Add ZeroMQ external submodule * ZeroMQ libzmq building on macOS * Added RPC namespace, settings and logging * Added request queue handling and new classes * Add C++ interface to ZeroMQ * Added start of ZeroMQ RPC Server implementation. * Request construction and callback request handling * Read and write memory implementation * Add ID to request format and send reply * Add RPC setting to macOS UI * Fixed initialization order bug and added exception handling * Working read-write through Python * Update CMakeLists for libzmq to resolve target name conflict on Windows * Platform-specific CMake definitions for Windows/non-Windows * Add comments * Revert "Add RPC setting to macOS UI" * Always run RPC server instead of configurable * Add Python scripting example. Updated .gitignore * Rename member variables to remove trailing underscore * Finally got libzmq external project building on macOS * Add missing dependency during libzmq build * Adding more missing dependencies [skip ci] * Only build what is required from libzmq * Extra length checks on client input * Call InvalidateCacheRange after memory write * Revert MinGW change. Fix clang-format. Improve error handling in request/reply. Allow any length of data read/write in Python. * Re-organized RPC static global state into a proper class. [skip ci] * Make sure libzmq always builds in Release mode * Renamed Request to Packet since Request and Reply are the same thing * Moved request fulfillment out of Packet and into RPCServer * Change request thread from sleep to condition variable * Remove non-blocking polling from ZMQ server code. Receive now blocks and terminates properly without sleeping. This change significantly improves script speed. * Move scripting files to dist/ instead of src/ * C++ code review changes for jroweboy [skip ci] * Python code review changes for jroweboy [skip ci] * Add docstrings and tests to citra.py [skip ci] * Add host OS check for libzmq build * Revert "Add host OS check for libzmq build" * Fixed a hang when emulation is stopped and restarted due to improper destruction order of ZMQ objects [skip ci] * Add scripting directory to archive packaging [skip ci] * Specify C/CXX compiler variables on MinGW build * Only specify compiler on Linux mingw * Use gcc and g++ on Windows mingw * Specify generator for mingw * Don't specify toolchain on windows mingw * Changed citra.py to support Python 3 instead of Python 2 * Fix bug where RPC wouldn't restart after Stop/Start emulation * Added copyright to headers and reorganized includes and forward declarations
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rpc_server.reset();
cheat_engine.reset();
service_manager.reset();
dsp_core.reset();
cpu_core.reset();
kernel.reset();
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timing.reset();
app_loader.reset();
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if (video_dumper->IsDumping()) {
video_dumper->StopDumping();
}
if (auto room_member = Network::GetRoomMember().lock()) {
Network::GameInfo game_info{};
room_member->SendGameInfo(game_info);
}
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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);
}
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template<class Archive>
void System::serialize(Archive & ar, const unsigned int file_version)
{
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ar & *cpu_core.get();
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ar & *service_manager.get();
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ar & GPU::g_regs;
ar & LCD::g_regs;
ar & dsp_core->GetDspMemory();
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ar & *memory.get();
ar & *kernel.get();
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}
void System::Save(std::ostream &stream) const
{
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{
oarchive oa{stream};
oa & *this;
}
VideoCore::Save(stream);
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}
void System::Load(std::istream &stream)
{
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{
iarchive ia{stream};
ia & *this;
}
VideoCore::Load(stream);
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}
} // namespace Core