xenia-canary/src/xenia/app/xenia_main.cc

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <atomic>
#include <cstdlib>
#include <functional>
#include <memory>
#include <string>
#include <thread>
#include <vector>
#include "xenia/app/discord/discord_presence.h"
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#include "xenia/app/emulator_window.h"
#include "xenia/base/cvar.h"
#include "xenia/base/debugging.h"
#include "xenia/base/logging.h"
#include "xenia/base/platform.h"
#include "xenia/base/profiling.h"
#include "xenia/base/threading.h"
#include "xenia/config.h"
#include "xenia/debug/ui/debug_window.h"
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#include "xenia/emulator.h"
#include "xenia/ui/file_picker.h"
#include "xenia/ui/window.h"
#include "xenia/ui/windowed_app.h"
#include "xenia/ui/windowed_app_context.h"
#include "xenia/vfs/devices/host_path_device.h"
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// Available audio systems:
#include "xenia/apu/nop/nop_audio_system.h"
#include "xenia/apu/sdl/sdl_audio_system.h"
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#if XE_PLATFORM_WIN32
#include "xenia/apu/xaudio2/xaudio2_audio_system.h"
#endif // XE_PLATFORM_WIN32
// Available graphics systems:
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
#if XE_PLATFORM_WIN32
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#endif // XE_PLATFORM_WIN32
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// Available input drivers:
#include "xenia/hid/nop/nop_hid.h"
#include "xenia/hid/sdl/sdl_hid.h"
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#if XE_PLATFORM_WIN32
#include "xenia/hid/winkey/winkey_hid.h"
#include "xenia/hid/xinput/xinput_hid.h"
#endif // XE_PLATFORM_WIN32
#include "third_party/fmt/include/fmt/format.h"
DEFINE_string(apu, "any", "Audio system. Use: [any, nop, sdl, xaudio2]", "APU");
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DEFINE_string(gpu, "any", "Graphics system. Use: [any, d3d12, vulkan, null]",
"GPU");
DEFINE_string(hid, "any", "Input system. Use: [any, nop, sdl, winkey, xinput]",
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"HID");
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DEFINE_bool(fullscreen, false, "Toggles fullscreen", "GPU");
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DEFINE_path(
storage_root, "",
"Root path for persistent internal data storage (config, etc.), or empty "
"to use the path preferred for the OS, such as the documents folder, or "
"the emulator executable directory if portable.txt is present in it.",
"Storage");
DEFINE_path(
content_root, "",
"Root path for guest content storage (saves, etc.), or empty to use the "
"content folder under the storage root.",
"Storage");
DEFINE_path(
cache_root, "",
"Root path for files used to speed up certain parts of the emulator or the "
"game. These files may be persistent, but they can be deleted without "
"major side effects such as progress loss. If empty, the cache folder "
"under the storage root, or, if available, the cache directory preferred "
"for the OS, will be used.",
"Storage");
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DEFINE_bool(mount_scratch, false, "Enable scratch mount", "Storage");
DEFINE_bool(mount_cache, false, "Enable cache mount", "Storage");
DEFINE_transient_path(target, "",
"Specifies the target .xex or .iso to execute.",
"General");
DEFINE_transient_bool(portable, false,
"Specifies if Xenia should run in portable mode.",
"General");
DECLARE_bool(debug);
DEFINE_bool(discord, true, "Enable Discord rich presence", "General");
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namespace xe {
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namespace app {
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class EmulatorApp final : public xe::ui::WindowedApp {
public:
static std::unique_ptr<xe::ui::WindowedApp> Create(
xe::ui::WindowedAppContext& app_context) {
return std::unique_ptr<xe::ui::WindowedApp>(new EmulatorApp(app_context));
}
~EmulatorApp();
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bool OnInitialize() override;
protected:
void OnDestroy() override;
private:
template <typename T, typename... Args>
class Factory {
private:
struct Creator {
std::string name;
std::function<bool()> is_available;
std::function<std::unique_ptr<T>(Args...)> instantiate;
};
std::vector<Creator> creators_;
public:
void Add(const std::string_view name, std::function<bool()> is_available,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
creators_.push_back({std::string(name), is_available, instantiate});
}
void Add(const std::string_view name,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
auto always_available = []() { return true; };
Add(name, always_available, instantiate);
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}
template <typename DT>
void Add(const std::string_view name) {
Add(name, DT::IsAvailable, [](Args... args) {
return std::make_unique<DT>(std::forward<Args>(args)...);
});
}
std::unique_ptr<T> Create(const std::string_view name, Args... args) {
if (!name.empty() && name != "any") {
auto it = std::find_if(
creators_.cbegin(), creators_.cend(),
[&name](const auto& f) { return name.compare(f.name) == 0; });
if (it != creators_.cend() && (*it).is_available()) {
return (*it).instantiate(std::forward<Args>(args)...);
}
return nullptr;
} else {
for (const auto& creator : creators_) {
if (!creator.is_available()) continue;
auto instance = creator.instantiate(std::forward<Args>(args)...);
if (!instance) continue;
return instance;
}
return nullptr;
}
}
std::vector<std::unique_ptr<T>> CreateAll(const std::string_view name,
Args... args) {
std::vector<std::unique_ptr<T>> instances;
if (!name.empty() && name != "any") {
auto it = std::find_if(
creators_.cbegin(), creators_.cend(),
[&name](const auto& f) { return name.compare(f.name) == 0; });
if (it != creators_.cend() && (*it).is_available()) {
auto instance = (*it).instantiate(std::forward<Args>(args)...);
if (instance) {
instances.emplace_back(std::move(instance));
}
}
} else {
for (const auto& creator : creators_) {
if (!creator.is_available()) continue;
auto instance = creator.instantiate(std::forward<Args>(args)...);
if (instance) {
instances.emplace_back(std::move(instance));
}
}
}
return instances;
}
};
explicit EmulatorApp(xe::ui::WindowedAppContext& app_context);
static std::unique_ptr<apu::AudioSystem> CreateAudioSystem(
cpu::Processor* processor);
static std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem();
static std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
ui::Window* window);
void EmulatorThread();
void ShutdownEmulatorThreadFromUIThread();
std::unique_ptr<Emulator> emulator_;
std::unique_ptr<EmulatorWindow> emulator_window_;
// Created on demand, used by the emulator.
std::unique_ptr<xe::debug::ui::DebugWindow> debug_window_;
// Refreshing the emulator - placed after its dependencies.
std::atomic<bool> emulator_thread_quit_requested_;
std::unique_ptr<xe::threading::Event> emulator_thread_event_;
std::thread emulator_thread_;
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};
EmulatorApp::EmulatorApp(xe::ui::WindowedAppContext& app_context)
: xe::ui::WindowedApp(app_context, "xenia", "[Path to .iso/.xex]") {
AddPositionalOption("target");
}
EmulatorApp::~EmulatorApp() {
// Should be shut down from OnDestroy if OnInitialize has ever been done, but
// for the most safety as a running thread may be destroyed only after
// joining.
ShutdownEmulatorThreadFromUIThread();
}
std::unique_ptr<apu::AudioSystem> EmulatorApp::CreateAudioSystem(
cpu::Processor* processor) {
Factory<apu::AudioSystem, cpu::Processor*> factory;
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#if XE_PLATFORM_WIN32
factory.Add<apu::xaudio2::XAudio2AudioSystem>("xaudio2");
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#endif // XE_PLATFORM_WIN32
factory.Add<apu::sdl::SDLAudioSystem>("sdl");
factory.Add<apu::nop::NopAudioSystem>("nop");
return factory.Create(cvars::apu, processor);
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}
std::unique_ptr<gpu::GraphicsSystem> EmulatorApp::CreateGraphicsSystem() {
Factory<gpu::GraphicsSystem> factory;
#if XE_PLATFORM_WIN32
factory.Add<gpu::d3d12::D3D12GraphicsSystem>("d3d12");
#endif // XE_PLATFORM_WIN32
factory.Add<gpu::vulkan::VulkanGraphicsSystem>("vulkan");
factory.Add<gpu::null::NullGraphicsSystem>("null");
return factory.Create(cvars::gpu);
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}
std::vector<std::unique_ptr<hid::InputDriver>> EmulatorApp::CreateInputDrivers(
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ui::Window* window) {
std::vector<std::unique_ptr<hid::InputDriver>> drivers;
if (cvars::hid.compare("nop") == 0) {
drivers.emplace_back(xe::hid::nop::Create(window));
} else {
Factory<hid::InputDriver, ui::Window*> factory;
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#if XE_PLATFORM_WIN32
factory.Add("xinput", xe::hid::xinput::Create);
#endif // XE_PLATFORM_WIN32
factory.Add("sdl", xe::hid::sdl::Create);
#if XE_PLATFORM_WIN32
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// WinKey input driver should always be the last input driver added!
factory.Add("winkey", xe::hid::winkey::Create);
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#endif // XE_PLATFORM_WIN32
for (auto& driver : factory.CreateAll(cvars::hid, window)) {
if (XSUCCEEDED(driver->Setup())) {
drivers.emplace_back(std::move(driver));
}
}
if (drivers.empty()) {
// Fallback to nop if none created.
drivers.emplace_back(xe::hid::nop::Create(window));
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}
}
return drivers;
}
bool EmulatorApp::OnInitialize() {
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Profiler::Initialize();
Profiler::ThreadEnter("Main");
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// Figure out where internal files and content should go.
std::filesystem::path storage_root = cvars::storage_root;
if (storage_root.empty()) {
storage_root = xe::filesystem::GetExecutableFolder();
if (!cvars::portable &&
!std::filesystem::exists(storage_root / "portable.txt")) {
storage_root = xe::filesystem::GetUserFolder();
#if defined(XE_PLATFORM_WIN32) || defined(XE_PLATFORM_GNU_LINUX)
storage_root = storage_root / "Xenia";
#else
// TODO(Triang3l): Point to the app's external storage "files" directory
// on Android.
#warning Unhandled platform for the data root.
storage_root = storage_root / "Xenia";
#endif
}
}
storage_root = std::filesystem::absolute(storage_root);
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XELOGI("Storage root: {}", xe::path_to_utf8(storage_root));
config::SetupConfig(storage_root);
std::filesystem::path content_root = cvars::content_root;
if (content_root.empty()) {
content_root = storage_root / "content";
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} else {
// If content root isn't an absolute path, then it should be relative to the
// storage root.
if (!content_root.is_absolute()) {
content_root = storage_root / content_root;
}
}
content_root = std::filesystem::absolute(content_root);
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XELOGI("Content root: {}", xe::path_to_utf8(content_root));
std::filesystem::path cache_root = cvars::cache_root;
if (cache_root.empty()) {
cache_root = storage_root / "cache";
// TODO(Triang3l): Point to the app's external storage "cache" directory on
// Android.
} else {
// If content root isn't an absolute path, then it should be relative to the
// storage root.
if (!cache_root.is_absolute()) {
cache_root = storage_root / cache_root;
}
}
cache_root = std::filesystem::absolute(cache_root);
XELOGI("Cache root: {}", xe::path_to_utf8(cache_root));
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if (cvars::discord) {
discord::DiscordPresence::Initialize();
discord::DiscordPresence::NotPlaying();
}
// Create the emulator but don't initialize so we can setup the window.
emulator_ =
std::make_unique<Emulator>("", storage_root, content_root, cache_root);
// Main emulator display window.
emulator_window_ = EmulatorWindow::Create(emulator_.get(), app_context());
if (!emulator_window_) {
XELOGE("Failed to create the main emulator window");
return false;
}
// Setup the emulator and run its loop in a separate thread.
emulator_thread_quit_requested_.store(false, std::memory_order_relaxed);
emulator_thread_event_ = xe::threading::Event::CreateAutoResetEvent(false);
emulator_thread_ = std::thread(&EmulatorApp::EmulatorThread, this);
return true;
}
void EmulatorApp::OnDestroy() {
ShutdownEmulatorThreadFromUIThread();
if (cvars::discord) {
discord::DiscordPresence::Shutdown();
}
Profiler::Dump();
// The profiler needs to shut down before the graphics context.
Profiler::Shutdown();
// TODO(DrChat): Remove this code and do a proper exit.
XELOGI("Cheap-skate exit!");
std::quick_exit(EXIT_SUCCESS);
}
void EmulatorApp::EmulatorThread() {
assert_not_null(emulator_thread_event_);
xe::threading::set_name("Emulator");
Profiler::ThreadEnter("Emulator");
// Setup and initialize all subsystems. If we can't do something
// (unsupported system, memory issues, etc) this will fail early.
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X_STATUS result =
emulator_->Setup(emulator_window_->window(), CreateAudioSystem,
CreateGraphicsSystem, CreateInputDrivers);
if (XFAILED(result)) {
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XELOGE("Failed to setup emulator: {:08X}", result);
app_context().RequestDeferredQuit();
return;
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}
if (cvars::mount_scratch) {
auto scratch_device = std::make_unique<xe::vfs::HostPathDevice>(
"\\SCRATCH", "scratch", false);
if (!scratch_device->Initialize()) {
XELOGE("Unable to scan scratch path");
} else {
if (!emulator_->file_system()->RegisterDevice(
std::move(scratch_device))) {
XELOGE("Unable to register scratch path");
} else {
emulator_->file_system()->RegisterSymbolicLink("scratch:", "\\SCRATCH");
}
}
}
if (cvars::mount_cache) {
auto cache0_device =
std::make_unique<xe::vfs::HostPathDevice>("\\CACHE0", "cache0", false);
if (!cache0_device->Initialize()) {
XELOGE("Unable to scan cache0 path");
} else {
if (!emulator_->file_system()->RegisterDevice(std::move(cache0_device))) {
XELOGE("Unable to register cache0 path");
} else {
emulator_->file_system()->RegisterSymbolicLink("cache0:", "\\CACHE0");
}
}
auto cache1_device =
std::make_unique<xe::vfs::HostPathDevice>("\\CACHE1", "cache1", false);
if (!cache1_device->Initialize()) {
XELOGE("Unable to scan cache1 path");
} else {
if (!emulator_->file_system()->RegisterDevice(std::move(cache1_device))) {
XELOGE("Unable to register cache1 path");
} else {
emulator_->file_system()->RegisterSymbolicLink("cache1:", "\\CACHE1");
}
}
// Some (older?) games try accessing cache:\ too
// NOTE: this must be registered _after_ the cache0/cache1 devices, due to
// substring/start_with logic inside VirtualFileSystem::ResolvePath, else
// accesses to those devices will go here instead
auto cache_device =
std::make_unique<xe::vfs::HostPathDevice>("\\CACHE", "cache", false);
if (!cache_device->Initialize()) {
XELOGE("Unable to scan cache path");
} else {
if (!emulator_->file_system()->RegisterDevice(std::move(cache_device))) {
XELOGE("Unable to register cache path");
} else {
emulator_->file_system()->RegisterSymbolicLink("cache:", "\\CACHE");
}
}
}
// Set a debug handler.
// This will respond to debugging requests so we can open the debug UI.
if (cvars::debug) {
emulator_->processor()->set_debug_listener_request_handler(
[this](xe::cpu::Processor* processor) {
if (debug_window_) {
return debug_window_.get();
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}
app_context().CallInUIThreadSynchronous([this]() {
debug_window_ = xe::debug::ui::DebugWindow::Create(emulator_.get(),
app_context());
debug_window_->window()->on_closed.AddListener(
[this](xe::ui::UIEvent* e) {
emulator_->processor()->set_debug_listener(nullptr);
app_context().CallInUIThread(
[this]() { debug_window_.reset(); });
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});
});
// If failed to enqueue the UI thread call, this will just be null.
return debug_window_.get();
});
}
emulator_->on_launch.AddListener([&](auto title_id, const auto& game_title) {
if (cvars::discord) {
discord::DiscordPresence::PlayingTitle(
game_title.empty() ? "Unknown Title" : std::string(game_title));
}
app_context().CallInUIThread([this]() { emulator_window_->UpdateTitle(); });
emulator_thread_event_->Set();
});
emulator_->on_shader_storage_initialization.AddListener(
[this](bool initializing) {
app_context().CallInUIThread([this, initializing]() {
emulator_window_->SetInitializingShaderStorage(initializing);
});
});
emulator_->on_terminate.AddListener([]() {
if (cvars::discord) {
discord::DiscordPresence::NotPlaying();
}
});
// Enable the main menu now that the emulator is properly loaded
app_context().CallInUIThread(
[this]() { emulator_window_->window()->EnableMainMenu(); });
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// Grab path from the flag or unnamed argument.
std::filesystem::path path;
if (!cvars::target.empty()) {
path = cvars::target;
}
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// Toggles fullscreen
if (cvars::fullscreen) {
app_context().CallInUIThread(
[this]() { emulator_window_->ToggleFullscreen(); });
}
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if (!path.empty()) {
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// Normalize the path and make absolute.
auto abs_path = std::filesystem::absolute(path);
result = emulator_->LaunchPath(abs_path);
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if (XFAILED(result)) {
xe::FatalError(fmt::format("Failed to launch target: {:08X}", result));
app_context().RequestDeferredQuit();
return;
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}
}
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// Now, we're going to use this thread to drive events related to emulation.
while (!emulator_thread_quit_requested_.load(std::memory_order_relaxed)) {
xe::threading::Wait(emulator_thread_event_.get(), false);
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while (true) {
emulator_->WaitUntilExit();
if (emulator_->TitleRequested()) {
emulator_->LaunchNextTitle();
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} else {
break;
}
}
}
}
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void EmulatorApp::ShutdownEmulatorThreadFromUIThread() {
// TODO(Triang3l): Proper shutdown of the emulator (relying on std::quick_exit
// for now) - currently WaitUntilExit loops forever otherwise (plus possibly
// lots of other things not shutting down correctly now). Some parts of the
// code call the regular std::exit, which seems to be calling destructors (at
// least on Linux), so the entire join is currently commented out.
#if 0
// Same thread as the one created it, to make sure there's zero possibility of
// a race with the creation of the emulator thread.
assert_true(app_context().IsInUIThread());
emulator_thread_quit_requested_.store(true, std::memory_order_relaxed);
if (!emulator_thread_.joinable()) {
return;
}
emulator_thread_event_->Set();
emulator_thread_.join();
#endif
}
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} // namespace app
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} // namespace xe
XE_DEFINE_WINDOWED_APP(xenia, xe::app::EmulatorApp::Create);