yuzu-emu
/
yuzu-mainline
Archived
1
0
Fork 0
This repository has been archived on 2024-03-23. You can view files and clone it, but cannot push or open issues or pull requests.
yuzu-mainline/src/core/core.cpp

233 lines
6.9 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <utility>
#include "common/logging/log.h"
#ifdef ARCHITECTURE_x86_64
#include "core/arm/dynarmic/arm_dynarmic.h"
#endif
#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/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/service.h"
#include "core/hle/service/sm/controller.h"
#include "core/hle/service/sm/sm.h"
#include "core/hw/hw.h"
#include "core/loader/loader.h"
#include "core/memory_setup.h"
#include "core/settings.h"
#include "video_core/video_core.h"
namespace Core {
/*static*/ System System::s_instance;
System::~System() = default;
System::ResultStatus System::RunLoop(bool tight_loop) {
status = ResultStatus::Success;
if (!cpu_core) {
return ResultStatus::ErrorNotInitialized;
}
if (GDBStub::IsServerEnabled()) {
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.
if (GDBStub::GetCpuHaltFlag()) {
if (GDBStub::GetCpuStepFlag()) {
GDBStub::SetCpuStepFlag(false);
tight_loop = false;
} else {
return ResultStatus::Success;
}
}
}
// 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) {
NGLOG_TRACE(Core_ARM, "Idling");
CoreTiming::Idle();
CoreTiming::Advance();
PrepareReschedule();
} else {
CoreTiming::Advance();
if (tight_loop) {
cpu_core->Run();
} else {
cpu_core->Step();
}
}
HW::Update();
Reschedule();
return status;
}
System::ResultStatus System::SingleStep() {
return RunLoop(false);
}
System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& filepath) {
app_loader = Loader::GetLoader(filepath);
if (!app_loader) {
NGLOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath);
return ResultStatus::ErrorGetLoader;
}
std::pair<boost::optional<u32>, Loader::ResultStatus> system_mode =
app_loader->LoadKernelSystemMode();
if (system_mode.second != Loader::ResultStatus::Success) {
NGLOG_CRITICAL(Core, "Failed to determine system mode (Error {})!",
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;
case Loader::ResultStatus::ErrorUnsupportedArch:
return ResultStatus::ErrorUnsupportedArch;
default:
return ResultStatus::ErrorSystemMode;
}
}
ResultStatus init_result{Init(emu_window, system_mode.first.get())};
if (init_result != ResultStatus::Success) {
NGLOG_CRITICAL(Core, "Failed to initialize system (Error {})!",
static_cast<int>(init_result));
System::Shutdown();
return init_result;
}
const Loader::ResultStatus load_result{app_loader->Load(current_process)};
if (Loader::ResultStatus::Success != load_result) {
NGLOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast<int>(load_result));
System::Shutdown();
switch (load_result) {
case Loader::ResultStatus::ErrorEncrypted:
return ResultStatus::ErrorLoader_ErrorEncrypted;
case Loader::ResultStatus::ErrorInvalidFormat:
return ResultStatus::ErrorLoader_ErrorInvalidFormat;
case Loader::ResultStatus::ErrorUnsupportedArch:
return ResultStatus::ErrorUnsupportedArch;
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;
Core::System::GetInstance().Scheduler().Reschedule();
}
System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
NGLOG_DEBUG(HW_Memory, "initialized OK");
CoreTiming::Init();
current_process = Kernel::Process::Create("main");
if (Settings::values.use_cpu_jit) {
#ifdef ARCHITECTURE_x86_64
cpu_core = std::make_shared<ARM_Dynarmic>();
#else
cpu_core = std::make_shared<ARM_Unicorn>();
NGLOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
#endif
} else {
cpu_core = std::make_shared<ARM_Unicorn>();
}
gpu_core = std::make_unique<Tegra::GPU>();
telemetry_session = std::make_unique<Core::TelemetrySession>();
service_manager = std::make_shared<Service::SM::ServiceManager>();
HW::Init();
Kernel::Init(system_mode);
scheduler = std::make_unique<Kernel::Scheduler>(cpu_core.get());
Service::Init(service_manager);
GDBStub::Init();
if (!VideoCore::Init(emu_window)) {
return ResultStatus::ErrorVideoCore;
}
NGLOG_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
VideoCore::Shutdown();
GDBStub::Shutdown();
Service::Shutdown();
scheduler.reset();
Kernel::Shutdown();
HW::Shutdown();
service_manager.reset();
telemetry_session.reset();
gpu_core.reset();
cpu_core.reset();
CoreTiming::Shutdown();
app_loader.reset();
NGLOG_DEBUG(Core, "Shutdown OK");
}
Service::SM::ServiceManager& System::ServiceManager() {
return *service_manager;
}
const Service::SM::ServiceManager& System::ServiceManager() const {
return *service_manager;
}
} // namespace Core