project64/Source/Project64-core/N64System/N64Class.h

179 lines
6.4 KiB
C++

/****************************************************************************
* *
* Project64 - A Nintendo 64 emulator. *
* http://www.pj64-emu.com/ *
* Copyright (C) 2012 Project64. All rights reserved. *
* *
* License: *
* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
* *
****************************************************************************/
#pragma once
#include <Common/SyncEvent.h>
#include <Common/Thread.h>
#include <Project64-core/Settings/N64SystemSettings.h>
#include <Project64-core/N64System/ProfilingClass.h>
#include <Project64-core/N64System/Recompiler/RecompilerClass.h>
#include <Project64-core/N64System/Mips/Audio.h>
#include <Project64-core/N64System/Mips/MemoryVirtualMem.h>
#include <Project64-core/N64System/Mips/SystemEvents.h>
#include <Project64-core/N64System/Mips/SystemTiming.h>
#include <Project64-core/N64System/Mips/Mempak.h>
#include <Project64-core/Settings/DebugSettings.h>
#include <Project64-core/Plugin.h>
#include <Project64-core/Logging.h>
#include "Mips/TLBClass.h"
#include "CheatClass.h"
#include "FramePerSecondClass.h"
#include "SpeedLimiterClass.h"
typedef std::list<SystemEvent> EVENT_LIST;
typedef std::map<uint32_t, uint32_t> FUNC_CALLS;
class CPlugins;
class CRSP_Plugin;
class CRecompiler;
//#define TEST_SP_TRACKING //track the SP to make sure all ops pick it up fine
class CN64System :
public CLogging,
public CTLB_CB,
private CSystemEvents,
protected CN64SystemSettings,
public CGameSettings,
protected CDebugSettings
{
public:
CN64System(CPlugins * Plugins, bool SavesReadOnly, bool SyncSystem);
virtual ~CN64System(void);
CProfiling m_Profile;
CCheats m_Cheats;
bool m_EndEmulation;
SAVE_CHIP_TYPE m_SaveUsing;
//Methods
static bool RunFileImage(const char * FileLoc);
static bool RunFileImageIPL(const char * FileLoc);
static bool RunDiskImage(const char * FileLoc);
static void CloseSystem(void);
void CloseCpu();
void ExternalEvent(SystemEvent action); //covers gui interacting and timers etc..
void StartEmulation(bool NewThread);
void EndEmulation();
void SyncToAudio();
void AlterSpeed(const CSpeedLimiter::ESpeedChange SpeedChange) { m_Limiter.AlterSpeed(SpeedChange); }
void Reset(bool bInitReg, bool ClearMenory);
void GameReset();
void PluginReset();
void Pause();
void RunRSP();
bool SaveState();
bool LoadState(const char * FileName);
bool LoadState();
bool DmaUsed() const { return m_DMAUsed; }
void SetDmaUsed(bool DMAUsed) { m_DMAUsed = DMAUsed; }
void SetCheatsSlectionChanged(bool changed) { m_CheatsSlectionChanged = changed; }
bool HasCheatsSlectionChanged(void) const { return m_CheatsSlectionChanged; }
uint32_t GetButtons(int32_t Control) const { return m_Buttons[Control]; }
CPlugins * GetPlugins() { return m_Plugins; }
//Variable used to track that the SP is being handled and stays the same as the real SP in sync core
#ifdef TEST_SP_TRACKING
uint32_t m_CurrentSP;
#endif
//For Sync CPU
void UpdateSyncCPU(CN64System * const SecondCPU, uint32_t const Cycles);
void SyncCPU(CN64System * const SecondCPU);
void SyncCPUPC(CN64System * const SecondCPU);
void SyncSystem();
void SyncSystemPC();
private:
//Make sure plugins can directly access this information
friend CGfxPlugin;
friend CAudioPlugin;
friend CRSP_Plugin;
friend CControl_Plugin;
//Recompiler has access to manipulate and call functions
friend CSystemTimer;
//Used for loading and potentially executing the CPU in its own thread.
static void StartEmulationThread(CThread * thread);
static bool EmulationStarting(CThread * thread);
static void StartEmulationThead();
void ExecuteCPU();
void RefreshScreen();
void DumpSyncErrors(CN64System * SecondCPU);
void StartEmulation2(bool NewThread);
bool SetActiveSystem(bool bActive = true);
void InitRegisters(bool bPostPif, CMipsMemoryVM & MMU);
void DisplayRSPListCount();
//CPU Methods
void ExecuteRecompiler();
void ExecuteInterpret();
void ExecuteSyncCPU();
//Mark information saying that the CPU has stopped
void CpuStopped();
//Functions in CTLB_CB
void TLB_Mapped(uint32_t VAddr, uint32_t Len, uint32_t PAddr, bool bReadOnly);
void TLB_Unmaped(uint32_t VAddr, uint32_t Len);
void TLB_Changed();
CPlugins * const m_Plugins; //The plugin container
CPlugins * m_SyncPlugins;
CN64System * m_SyncCPU;
CMipsMemoryVM m_MMU_VM; //Memory of the n64
CTLB m_TLB;
CRegisters m_Reg;
CMempak m_Mempak;
CFramePerSecond m_FPS;
CProfiling m_CPU_Usage; //used to track the cpu usage
CRecompiler * m_Recomp;
CAudio m_Audio;
CSpeedLimiter m_Limiter;
bool m_InReset;
int32_t m_NextTimer;
CSystemTimer m_SystemTimer;
bool m_bCleanFrameBox;
bool m_bInitialized;
bool m_RspBroke;
bool m_DMAUsed;
uint32_t m_Buttons[4];
bool m_TestTimer;
uint32_t m_NextInstruction;
uint32_t m_JumpToLocation;
uint32_t m_TLBLoadAddress;
uint32_t m_TLBStoreAddress;
uint32_t m_SyncCount;
bool m_SyncCpu;
bool m_CheatsSlectionChanged;
//When Syncing cores this is the PC where it last Sync'ed correctly
uint32_t m_LastSuccessSyncPC[10];
int32_t m_CyclesToSkip;
//Handle to the cpu thread
CThread * m_thread;
//Handle to pause mutex
SyncEvent m_hPauseEvent;
//No of Alist and Dlist sent to the RSP
uint32_t m_AlistCount, m_DlistCount, m_UnknownCount;
//list of function that have been called .. used in profiling
FUNC_CALLS m_FunctionCalls;
};