a405373144
Eliminates the need to rebuild some source files if the file_util header ever changes. This also uncovered some indirect inclusions, which have also been fixed.
472 lines
14 KiB
C++
472 lines
14 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 <array>
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#include <map>
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#include <memory>
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#include <thread>
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#include <utility>
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#include "common/logging/log.h"
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#include "common/string_util.h"
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#include "core/arm/exclusive_monitor.h"
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#include "core/core.h"
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#include "core/core_cpu.h"
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#include "core/core_timing.h"
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#include "core/file_sys/mode.h"
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#include "core/file_sys/vfs_concat.h"
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#include "core/file_sys/vfs_real.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/scheduler.h"
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#include "core/hle/kernel/thread.h"
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#include "core/hle/service/service.h"
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#include "core/hle/service/sm/controller.h"
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#include "core/hle/service/sm/sm.h"
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#include "core/loader/loader.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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#include "core/telemetry_session.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/gpu.h"
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#include "video_core/renderer_base.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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namespace {
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FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs,
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const std::string& path) {
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// To account for split 00+01+etc files.
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std::string dir_name;
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std::string filename;
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Common::SplitPath(path, &dir_name, &filename, nullptr);
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if (filename == "00") {
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const auto dir = vfs->OpenDirectory(dir_name, FileSys::Mode::Read);
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std::vector<FileSys::VirtualFile> concat;
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for (u8 i = 0; i < 0x10; ++i) {
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auto next = dir->GetFile(fmt::format("{:02X}", i));
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if (next != nullptr)
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concat.push_back(std::move(next));
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else {
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next = dir->GetFile(fmt::format("{:02x}", i));
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if (next != nullptr)
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concat.push_back(std::move(next));
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else
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break;
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}
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}
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if (concat.empty())
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return nullptr;
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return FileSys::ConcatenateFiles(concat, dir->GetName());
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}
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return vfs->OpenFile(path, FileSys::Mode::Read);
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}
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/// Runs a CPU core while the system is powered on
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void RunCpuCore(std::shared_ptr<Cpu> cpu_state) {
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while (Core::System::GetInstance().IsPoweredOn()) {
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cpu_state->RunLoop(true);
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}
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}
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} // Anonymous namespace
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struct System::Impl {
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Cpu& CurrentCpuCore() {
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if (Settings::values.use_multi_core) {
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const auto& search = thread_to_cpu.find(std::this_thread::get_id());
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ASSERT(search != thread_to_cpu.end());
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ASSERT(search->second);
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return *search->second;
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}
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// Otherwise, use single-threaded mode active_core variable
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return *cpu_cores[active_core];
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}
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ResultStatus RunLoop(bool tight_loop) {
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status = ResultStatus::Success;
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// Update thread_to_cpu in case Core 0 is run from a different host thread
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thread_to_cpu[std::this_thread::get_id()] = cpu_cores[0];
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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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for (active_core = 0; active_core < NUM_CPU_CORES; ++active_core) {
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cpu_cores[active_core]->RunLoop(tight_loop);
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if (Settings::values.use_multi_core) {
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// Cores 1-3 are run on other threads in this mode
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break;
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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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return status;
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}
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ResultStatus Init(Frontend::EmuWindow& emu_window) {
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LOG_DEBUG(HW_Memory, "initialized OK");
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CoreTiming::Init();
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kernel.Initialize();
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// Create a default fs if one doesn't already exist.
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if (virtual_filesystem == nullptr)
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virtual_filesystem = std::make_shared<FileSys::RealVfsFilesystem>();
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current_process = Kernel::Process::Create(kernel, "main");
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cpu_barrier = std::make_shared<CpuBarrier>();
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cpu_exclusive_monitor = Cpu::MakeExclusiveMonitor(cpu_cores.size());
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for (size_t index = 0; index < cpu_cores.size(); ++index) {
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cpu_cores[index] = std::make_shared<Cpu>(cpu_exclusive_monitor, cpu_barrier, index);
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}
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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service_manager = std::make_shared<Service::SM::ServiceManager>();
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Service::Init(service_manager, virtual_filesystem);
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GDBStub::Init();
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renderer = VideoCore::CreateRenderer(emu_window);
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if (!renderer->Init()) {
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return ResultStatus::ErrorVideoCore;
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}
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gpu_core = std::make_unique<Tegra::GPU>(renderer->Rasterizer());
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// Create threads for CPU cores 1-3, and build thread_to_cpu map
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// CPU core 0 is run on the main thread
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thread_to_cpu[std::this_thread::get_id()] = cpu_cores[0];
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if (Settings::values.use_multi_core) {
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for (size_t index = 0; index < cpu_core_threads.size(); ++index) {
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cpu_core_threads[index] =
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std::make_unique<std::thread>(RunCpuCore, cpu_cores[index + 1]);
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thread_to_cpu[cpu_core_threads[index]->get_id()] = cpu_cores[index + 1];
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}
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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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ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
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app_loader = Loader::GetLoader(GetGameFileFromPath(virtual_filesystem, 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<boost::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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return ResultStatus::ErrorSystemMode;
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}
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ResultStatus init_result{Init(emu_window)};
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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<int>(init_result));
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Shutdown();
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return init_result;
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}
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const Loader::ResultStatus load_result{app_loader->Load(current_process)};
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if (load_result != Loader::ResultStatus::Success) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<int>(load_result));
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Shutdown();
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return static_cast<ResultStatus>(static_cast<u32>(ResultStatus::ErrorLoader) +
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static_cast<u32>(load_result));
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}
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status = ResultStatus::Success;
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return status;
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}
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void 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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renderer.reset();
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GDBStub::Shutdown();
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Service::Shutdown();
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service_manager.reset();
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telemetry_session.reset();
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gpu_core.reset();
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// Close all CPU/threading state
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cpu_barrier->NotifyEnd();
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if (Settings::values.use_multi_core) {
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for (auto& thread : cpu_core_threads) {
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thread->join();
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thread.reset();
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}
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}
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thread_to_cpu.clear();
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for (auto& cpu_core : cpu_cores) {
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cpu_core.reset();
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}
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cpu_barrier.reset();
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// Shutdown kernel and core timing
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kernel.Shutdown();
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CoreTiming::Shutdown();
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// Close app loader
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app_loader.reset();
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LOG_DEBUG(Core, "Shutdown OK");
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}
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Loader::ResultStatus GetGameName(std::string& out) const {
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if (app_loader == nullptr)
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return Loader::ResultStatus::ErrorNotInitialized;
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return app_loader->ReadTitle(out);
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}
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void SetStatus(ResultStatus new_status, const char* details = nullptr) {
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status = new_status;
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if (details) {
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status_details = details;
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}
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}
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PerfStatsResults GetAndResetPerfStats() {
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return perf_stats.GetAndResetStats(CoreTiming::GetGlobalTimeUs());
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}
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Kernel::KernelCore kernel;
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/// RealVfsFilesystem instance
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FileSys::VirtualFilesystem virtual_filesystem;
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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std::unique_ptr<VideoCore::RendererBase> renderer;
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std::unique_ptr<Tegra::GPU> gpu_core;
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std::shared_ptr<Tegra::DebugContext> debug_context;
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Kernel::SharedPtr<Kernel::Process> current_process;
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std::shared_ptr<ExclusiveMonitor> cpu_exclusive_monitor;
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std::shared_ptr<CpuBarrier> cpu_barrier;
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std::array<std::shared_ptr<Cpu>, NUM_CPU_CORES> cpu_cores;
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std::array<std::unique_ptr<std::thread>, NUM_CPU_CORES - 1> cpu_core_threads;
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size_t active_core{}; ///< Active core, only used in single thread mode
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/// Service manager
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std::shared_ptr<Service::SM::ServiceManager> service_manager;
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/// Telemetry session for this emulation session
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std::unique_ptr<Core::TelemetrySession> telemetry_session;
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ResultStatus status = ResultStatus::Success;
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std::string status_details = "";
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/// Map of guest threads to CPU cores
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std::map<std::thread::id, std::shared_ptr<Cpu>> thread_to_cpu;
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Core::PerfStats perf_stats;
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Core::FrameLimiter frame_limiter;
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};
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System::System() : impl{std::make_unique<Impl>()} {}
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System::~System() = default;
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Cpu& System::CurrentCpuCore() {
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return impl->CurrentCpuCore();
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}
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System::ResultStatus System::RunLoop(bool tight_loop) {
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return impl->RunLoop(tight_loop);
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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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void System::InvalidateCpuInstructionCaches() {
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for (auto& cpu : impl->cpu_cores) {
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cpu->ArmInterface().ClearInstructionCache();
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}
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}
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System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) {
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return impl->Load(emu_window, filepath);
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}
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bool System::IsPoweredOn() const {
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return impl->cpu_barrier && impl->cpu_barrier->IsAlive();
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}
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void System::PrepareReschedule() {
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CurrentCpuCore().PrepareReschedule();
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}
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PerfStatsResults System::GetAndResetPerfStats() {
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return impl->GetAndResetPerfStats();
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}
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Core::TelemetrySession& System::TelemetrySession() const {
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return *impl->telemetry_session;
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}
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ARM_Interface& System::CurrentArmInterface() {
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return CurrentCpuCore().ArmInterface();
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}
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size_t System::CurrentCoreIndex() {
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return CurrentCpuCore().CoreIndex();
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}
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Kernel::Scheduler& System::CurrentScheduler() {
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return *CurrentCpuCore().Scheduler();
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}
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const std::shared_ptr<Kernel::Scheduler>& System::Scheduler(size_t core_index) {
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ASSERT(core_index < NUM_CPU_CORES);
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return impl->cpu_cores[core_index]->Scheduler();
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}
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Kernel::SharedPtr<Kernel::Process>& System::CurrentProcess() {
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return impl->current_process;
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}
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ARM_Interface& System::ArmInterface(size_t core_index) {
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ASSERT(core_index < NUM_CPU_CORES);
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return impl->cpu_cores[core_index]->ArmInterface();
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}
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Cpu& System::CpuCore(size_t core_index) {
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ASSERT(core_index < NUM_CPU_CORES);
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return *impl->cpu_cores[core_index];
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}
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ExclusiveMonitor& System::Monitor() {
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return *impl->cpu_exclusive_monitor;
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}
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Tegra::GPU& System::GPU() {
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return *impl->gpu_core;
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}
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const Tegra::GPU& System::GPU() const {
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return *impl->gpu_core;
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}
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VideoCore::RendererBase& System::Renderer() {
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return *impl->renderer;
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}
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const VideoCore::RendererBase& System::Renderer() const {
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return *impl->renderer;
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}
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Kernel::KernelCore& System::Kernel() {
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return impl->kernel;
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}
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const Kernel::KernelCore& System::Kernel() const {
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return impl->kernel;
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}
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Core::PerfStats& System::GetPerfStats() {
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return impl->perf_stats;
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}
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const Core::PerfStats& System::GetPerfStats() const {
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return impl->perf_stats;
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}
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Core::FrameLimiter& System::FrameLimiter() {
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return impl->frame_limiter;
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}
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const Core::FrameLimiter& System::FrameLimiter() const {
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return impl->frame_limiter;
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}
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Loader::ResultStatus System::GetGameName(std::string& out) const {
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return impl->GetGameName(out);
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}
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void System::SetStatus(ResultStatus new_status, const char* details) {
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impl->SetStatus(new_status, details);
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}
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const std::string& System::GetStatusDetails() const {
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return impl->status_details;
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}
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Loader::AppLoader& System::GetAppLoader() const {
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return *impl->app_loader;
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}
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void System::SetGPUDebugContext(std::shared_ptr<Tegra::DebugContext> context) {
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impl->debug_context = std::move(context);
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}
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std::shared_ptr<Tegra::DebugContext> System::GetGPUDebugContext() const {
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return impl->debug_context;
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}
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void System::SetFilesystem(std::shared_ptr<FileSys::VfsFilesystem> vfs) {
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impl->virtual_filesystem = std::move(vfs);
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}
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std::shared_ptr<FileSys::VfsFilesystem> System::GetFilesystem() const {
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return impl->virtual_filesystem;
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}
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System::ResultStatus System::Init(Frontend::EmuWindow& emu_window) {
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return impl->Init(emu_window);
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}
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void System::Shutdown() {
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impl->Shutdown();
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}
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Service::SM::ServiceManager& System::ServiceManager() {
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return *impl->service_manager;
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}
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const Service::SM::ServiceManager& System::ServiceManager() const {
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return *impl->service_manager;
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}
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} // namespace Core
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