pcsx2/pcsx2/VMManager.h

323 lines
11 KiB
C++

// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
#pragma once
#include <functional>
#include <mutex>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "common/Pcsx2Defs.h"
#include "Config.h"
enum class CDVD_SourceType : uint8_t;
enum class VMState
{
Shutdown,
Initializing,
Running,
Paused,
Resetting,
Stopping,
};
struct VMBootParameters
{
std::string filename;
std::string elf_override;
std::string save_state;
std::optional<s32> state_index;
std::optional<CDVD_SourceType> source_type;
std::optional<bool> fast_boot;
std::optional<bool> fullscreen;
bool disable_achievements_hardcore_mode = false;
};
namespace VMManager
{
/// The number of usable save state slots.
static constexpr s32 NUM_SAVE_STATE_SLOTS = 10;
/// The stack size to use for threads running recompilers
static constexpr std::size_t EMU_THREAD_STACK_SIZE = 2 * 1024 * 1024; // µVU likes recursion
/// Makes sure that AVX2 is available if we were compiled with it.
bool PerformEarlyHardwareChecks(const char** error);
/// Returns the current state of the VM.
VMState GetState();
/// Alters the current state of the VM.
void SetState(VMState state);
/// Returns true if there is an active virtual machine.
bool HasValidVM();
/// Returns the path of the disc currently running.
std::string GetDiscPath();
/// Returns the serial of the disc currently running.
std::string GetDiscSerial();
/// Returns the path of the main ELF of the disc currently running.
std::string GetDiscELF();
/// Returns the name of the disc/executable currently running.
std::string GetTitle(bool prefer_en);
/// Returns the CRC for the main ELF of the disc currently running.
u32 GetDiscCRC();
/// Returns the version of the disc currently running.
std::string GetDiscVersion();
/// Returns the crc of the executable currently running.
u32 GetCurrentCRC();
/// Returns the path to the ELF which is currently running. Only safe to read on the EE thread.
const std::string& GetCurrentELF();
/// Initializes all system components.
bool Initialize(VMBootParameters boot_params);
/// Destroys all system components.
void Shutdown(bool save_resume_state);
/// Resets all subsystems to a cold boot.
void Reset();
/// Runs the VM until the CPU execution is canceled.
void Execute();
/// Polls input, updates subsystems which are present while paused/inactive.
void IdlePollUpdate();
/// Changes the pause state of the VM, resetting anything needed when unpausing.
void SetPaused(bool paused);
/// Reloads settings, and applies any changes present.
void ApplySettings();
/// Reloads game specific settings, and applys any changes present.
bool ReloadGameSettings();
/// Reloads game patches.
void ReloadPatches(bool reload_files, bool reload_enabled_list, bool verbose, bool verbose_if_changed);
/// Returns the save state filename for the given game serial/crc.
std::string GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot);
/// Returns the path to save state for the specified disc/elf.
std::string GetSaveStateFileName(const char* filename, s32 slot);
/// Returns true if there is a save state in the specified slot.
bool HasSaveStateInSlot(const char* game_serial, u32 game_crc, s32 slot);
/// Loads state from the specified file.
bool LoadState(const char* filename);
/// Loads state from the specified slot.
bool LoadStateFromSlot(s32 slot);
/// Saves state to the specified filename.
bool SaveState(const char* filename, bool zip_on_thread = true, bool backup_old_state = false);
/// Saves state to the specified slot.
bool SaveStateToSlot(s32 slot, bool zip_on_thread = true);
/// Waits until all compressing save states have finished saving to disk.
void WaitForSaveStateFlush();
/// Removes all save states for the specified serial and crc. Returns the number of files deleted.
u32 DeleteSaveStates(const char* game_serial, u32 game_crc, bool also_backups = true);
/// Returns the current limiter mode.
LimiterModeType GetLimiterMode();
/// Updates the host vsync state, as well as timer frequencies. Call when the speed limiter is adjusted.
void SetLimiterMode(LimiterModeType type);
/// Returns the target speed, based on the limiter mode.
float GetTargetSpeed();
/// Ensures the target speed reflects the current configuration. Call if you change anything in
/// EmuConfig.EmulationSpeed without going through the usual config apply.
void UpdateTargetSpeed();
/// Returns the current frame rate of the virtual machine.
float GetFrameRate();
/// Runs the virtual machine for the specified number of video frames, and then automatically pauses.
void FrameAdvance(u32 num_frames = 1);
/// Changes the disc in the virtual CD/DVD drive. Passing an empty will remove any current disc.
/// Returns false if the new disc can't be opened.
bool ChangeDisc(CDVD_SourceType source, std::string path);
/// Changes the ELF to boot ("ELF override"). The VM will be reset.
bool SetELFOverride(std::string path);
/// Changes the current GS dump being played back.
bool ChangeGSDump(const std::string& path);
/// Returns true if the specified path is an ELF.
bool IsElfFileName(const std::string_view& path);
/// Returns true if the specified path is a blockdump.
bool IsBlockDumpFileName(const std::string_view& path);
/// Returns true if the specified path is a GS Dump.
bool IsGSDumpFileName(const std::string_view& path);
/// Returns true if the specified path is a save state.
bool IsSaveStateFileName(const std::string_view& path);
/// Returns true if the specified path is a disc image.
bool IsDiscFileName(const std::string_view& path);
/// Returns true if the specified path is a disc/elf/etc.
bool IsLoadableFileName(const std::string_view& path);
/// Returns the serial to use when computing the game settings path for the current game.
std::string GetSerialForGameSettings();
/// Returns the path for the game settings ini file for the specified CRC.
std::string GetGameSettingsPath(const std::string_view& game_serial, u32 game_crc);
/// Returns the ISO override for an ELF via gamesettings.
std::string GetDiscOverrideFromGameSettings(const std::string& elf_path);
/// Returns the path for the input profile ini file with the specified name (may not exist).
std::string GetInputProfilePath(const std::string_view& name);
/// Returns the path for the debugger settings json file for the specified game serial and CRC.
std::string GetDebuggerSettingsFilePath(const std::string_view& game_serial, u32 game_crc);
/// Returns the path for the debugger settings json file for the current game.
std::string GetDebuggerSettingsFilePathForCurrentGame();
/// Resizes the render window to the display size, with an optional scale.
/// If the scale is set to 0, the internal resolution will be used, otherwise it is treated as a multiplier to 1x.
void RequestDisplaySize(float scale = 0.0f);
/// Initializes default configuration in the specified file for the specified categories.
void SetDefaultSettings(SettingsInterface& si, bool folders, bool core, bool controllers, bool hotkeys, bool ui);
/// Returns a list of processors in the system, and their corresponding affinity mask.
/// This list is ordered by most performant to least performant for pinning threads to.
const std::vector<u32>& GetSortedProcessorList();
/// Returns the time elapsed in the current play session.
u64 GetSessionPlayedTime();
/// Called when the rich presence string, provided by RetroAchievements, changes.
void UpdateDiscordPresence(bool update_session_time);
/// Internal callbacks, implemented in the emu core.
namespace Internal
{
/// Checks settings version. Call once on startup. If it returns false, you should prompt the user to reset.
bool CheckSettingsVersion();
/// Loads early settings. Call once on startup.
void LoadStartupSettings();
/// Overrides the filename used for the file log.
void SetFileLogPath(std::string path);
/// Prevents the system console from being displayed.
void SetBlockSystemConsole(bool block);
/// Initializes common host state, called on the CPU thread.
bool CPUThreadInitialize();
/// Cleans up common host state, called on the CPU thread.
void CPUThreadShutdown();
/// Resets any state for hotkey-related VMs, called on VM startup.
void ResetVMHotkeyState();
/// Updates the variables in the EmuFolders namespace, reloading subsystems if needed.
void UpdateEmuFolders();
/// Returns true if fast booting is active (requested but ELF not started).
bool IsFastBootInProgress();
/// Disables fast boot if it was requested, and found to be incompatible.
void DisableFastBoot();
/// Returns true if the current ELF has started executing.
bool HasBootedELF();
/// Returns the PC of the currently-executing ELF's entry point.
u32 GetCurrentELFEntryPoint();
/// Called when the internal frame rate changes.
void FrameRateChanged();
/// Throttles execution, or limits the frame rate.
void Throttle();
/// Resets/clears all execution/code caches.
void ClearCPUExecutionCaches();
const std::string& GetELFOverride();
bool IsExecutionInterrupted();
void ELFLoadingOnCPUThread(std::string elf_path);
void EntryPointCompilingOnCPUThread();
void VSyncOnCPUThread();
void PollInputOnCPUThread();
} // namespace Internal
} // namespace VMManager
namespace Host
{
/// Called with the settings lock held, when system settings are being loaded (should load input sources, etc).
void LoadSettings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
/// Called after settings are updated.
void CheckForSettingsChanges(const Pcsx2Config& old_config);
/// Called when the VM is starting initialization, but has not been completed yet.
void OnVMStarting();
/// Called when the VM is created.
void OnVMStarted();
/// Called when the VM is shut down or destroyed.
void OnVMDestroyed();
/// Called when the VM is paused.
void OnVMPaused();
/// Called when the VM is resumed after being paused.
void OnVMResumed();
/// Called when performance metrics are updated, approximately once a second.
void OnPerformanceMetricsUpdated();
/// Called when a save state is loading, before the file is processed.
void OnSaveStateLoading(const std::string_view& filename);
/// Called after a save state is successfully loaded. If the save state was invalid, was_successful will be false.
void OnSaveStateLoaded(const std::string_view& filename, bool was_successful);
/// Called when a save state is being created/saved. The compression/write to disk is asynchronous, so this callback
/// just signifies that the save has started, not necessarily completed.
void OnSaveStateSaved(const std::string_view& filename);
/// Provided by the host; called when the running executable changes.
void OnGameChanged(const std::string& title, const std::string& elf_override, const std::string& disc_path,
const std::string& disc_serial, u32 disc_crc, u32 current_crc);
/// Provided by the host; called once per frame at guest vsync.
void PumpMessagesOnCPUThread();
} // namespace Host