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64f6e5e597
So that unit test can test CPU without constructing the entire system. Also remove hacks in the System class
324 lines
9.4 KiB
C++
324 lines
9.4 KiB
C++
// 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 <memory>
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#include <utility>
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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 "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/gdbstub/gdbstub.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/service.h"
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#include "core/hle/service/sm/sm.h"
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#include "core/hw/hw.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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System::ResultStatus System::RunLoop(bool tight_loop) {
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status = ResultStatus::Success;
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if (!cpu_core) {
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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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// 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->GetThreadManager().GetCurrentThread() == nullptr) {
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LOG_TRACE(Core_ARM11, "Idling");
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timing->Idle();
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timing->Advance();
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PrepareReschedule();
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} else {
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timing->Advance();
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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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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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if (reset_requested.exchange(false)) {
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Reset();
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} else if (shutdown_requested.exchange(false)) {
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return ResultStatus::ShutdownRequested;
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}
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return status;
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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(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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ResultStatus init_result{Init(emu_window, *system_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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Kernel::SharedPtr<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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memory->SetCurrentPageTable(&kernel->GetCurrentProcess()->vm_manager.page_table);
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cheat_engine = std::make_unique<Cheats::CheatEngine>(*this);
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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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return status;
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}
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void System::PrepareReschedule() {
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cpu_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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kernel->GetThreadManager().Reschedule();
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}
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System::ResultStatus System::Init(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,
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[this] { PrepareReschedule(); }, system_mode);
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if (Settings::values.use_cpu_jit) {
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#ifdef ARCHITECTURE_x86_64
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cpu_core = std::make_unique<ARM_Dynarmic>(this, *memory, USER32MODE);
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#else
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cpu_core = std::make_unique<ARM_DynCom>(this, *memory, USER32MODE);
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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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cpu_core = std::make_unique<ARM_DynCom>(this, *memory, USER32MODE);
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}
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kernel->GetThreadManager().SetCPU(*cpu_core);
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memory->SetCPU(*cpu_core);
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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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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_shared<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::Init();
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ResultStatus result = VideoCore::Init(emu_window, *memory);
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if (result != ResultStatus::Success) {
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return result;
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}
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LOG_DEBUG(Core, "Initialized OK");
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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 ResultStatus::Success;
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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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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::Shutdown() {
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// Log last frame performance stats
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auto perf_results = GetAndResetPerfStats();
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Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed",
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perf_results.emulation_speed * 100.0);
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Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate",
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perf_results.game_fps);
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Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime",
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perf_results.frametime * 1000.0);
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// Shutdown emulation session
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GDBStub::Shutdown();
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VideoCore::Shutdown();
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kernel.reset();
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HW::Shutdown();
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telemetry_session.reset();
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rpc_server.reset();
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cheat_engine.reset();
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service_manager.reset();
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dsp_core.reset();
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cpu_core.reset();
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timing.reset();
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app_loader.reset();
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if (auto room_member = Network::GetRoomMember().lock()) {
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Network::GameInfo game_info{};
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room_member->SendGameInfo(game_info);
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}
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LOG_DEBUG(Core, "Shutdown OK");
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}
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void System::Reset() {
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// This is NOT a proper reset, but a temporary workaround by shutting down the system and
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// reloading.
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// TODO: Properly implement the reset
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Shutdown();
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// Reload the system with the same setting
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Load(*m_emu_window, m_filepath);
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}
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} // namespace Core
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