yuzu/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 "audio_core/audio_core.h"
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#include "common/logging/log.h"
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#include "core/arm/dynarmic/arm_dynarmic.h"
#include "core/arm/unicorn/arm_unicorn.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/gdbstub/gdbstub.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/service/service.h"
#include "core/hw/hw.h"
#include "core/loader/loader.h"
#include "core/memory_setup.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;
System::ResultStatus System::RunLoop(int 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()) {
GDBStub::SetCpuStepFlag(false);
tight_loop = 1;
} 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::GetCurrentThread() == nullptr) {
LOG_TRACE(Core_ARM, "Idling");
CoreTiming::Idle();
CoreTiming::Advance();
PrepareReschedule();
} else {
CoreTiming::Advance();
cpu_core->Run(tight_loop);
}
HW::Update();
Reschedule();
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return status;
}
System::ResultStatus System::SingleStep() {
return RunLoop(1);
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}
System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& filepath) {
app_loader = Loader::GetLoader(filepath);
if (!app_loader) {
LOG_CRITICAL(Core, "Failed to obtain loader for %s!", filepath.c_str());
return ResultStatus::ErrorGetLoader;
}
std::pair<boost::optional<u32>, Loader::ResultStatus> system_mode =
app_loader->LoadKernelSystemMode();
if (system_mode.second != Loader::ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to determine system mode (Error %i)!",
static_cast<int>(system_mode.second));
System::Shutdown();
switch (system_mode.second) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
default:
return ResultStatus::ErrorSystemMode;
}
}
ResultStatus init_result{Init(emu_window, system_mode.first.get())};
if (init_result != ResultStatus::Success) {
LOG_CRITICAL(Core, "Failed to initialize system (Error %i)!", init_result);
System::Shutdown();
return init_result;
}
const Loader::ResultStatus load_result{app_loader->Load(Kernel::g_current_process)};
if (Loader::ResultStatus::Success != load_result) {
LOG_CRITICAL(Core, "Failed to load ROM (Error %i)!", 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;
}
}
status = ResultStatus::Success;
return status;
}
void System::PrepareReschedule() {
cpu_core->PrepareReschedule();
reschedule_pending = true;
}
PerfStats::Results System::GetAndResetPerfStats() {
return perf_stats.GetAndResetStats(CoreTiming::GetGlobalTimeUs());
}
void System::Reschedule() {
if (!reschedule_pending) {
return;
}
reschedule_pending = false;
Kernel::Reschedule();
}
System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
LOG_DEBUG(HW_Memory, "initialized OK");
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// TODO: Configuration option
cpu_core = std::make_unique<ARM_Dynarmic>();
telemetry_session = std::make_unique<Core::TelemetrySession>();
CoreTiming::Init();
HW::Init();
Kernel::Init(system_mode);
Service::Init();
AudioCore::Init();
GDBStub::Init();
if (!VideoCore::Init(emu_window)) {
return ResultStatus::ErrorVideoCore;
}
LOG_DEBUG(Core, "Initialized OK");
// Reset counters and set time origin to current frame
GetAndResetPerfStats();
perf_stats.BeginSystemFrame();
return ResultStatus::Success;
}
void System::Shutdown() {
// Log last frame performance stats
auto perf_results = GetAndResetPerfStats();
Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed",
perf_results.emulation_speed * 100.0);
Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate",
perf_results.game_fps);
Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime",
perf_results.frametime * 1000.0);
// Shutdown emulation session
GDBStub::Shutdown();
AudioCore::Shutdown();
VideoCore::Shutdown();
Service::Shutdown();
Kernel::Shutdown();
HW::Shutdown();
CoreTiming::Shutdown();
cpu_core = nullptr;
app_loader = nullptr;
telemetry_session = nullptr;
if (auto room_member = Network::GetRoomMember().lock()) {
Network::GameInfo game_info{};
room_member->SendGameInfo(game_info);
}
LOG_DEBUG(Core, "Shutdown OK");
}
} // namespace Core