xenia-canary/src/xenia/emulator.cc

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
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#include "xenia/emulator.h"
#include <gflags/gflags.h>
#include "xenia/apu/audio_system.h"
#include "xenia/apu/xma_decoder.h"
#include "xenia/base/assert.h"
#include "xenia/base/clock.h"
#include "xenia/base/logging.h"
#include "xenia/base/string.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/hid/input_system.h"
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#include "xenia/kernel/kernel.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/kernel/modules.h"
#include "xenia/memory.h"
#include "xenia/ui/main_window.h"
#include "xenia/vfs/virtual_file_system.h"
#include "xenia/vfs/devices/disc_image_device.h"
#include "xenia/vfs/devices/host_path_device.h"
#include "xenia/vfs/devices/stfs_container_device.h"
DEFINE_double(time_scalar, 1.0,
"Scalar used to speed or slow time (1x, 2x, 1/2x, etc).");
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namespace xe {
using namespace xe::apu;
using namespace xe::cpu;
using namespace xe::gpu;
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using namespace xe::hid;
using namespace xe::ui;
using namespace xe::vfs;
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Emulator::Emulator(const std::wstring& command_line)
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: command_line_(command_line) {}
Emulator::~Emulator() {
// Note that we delete things in the reverse order they were initialized.
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// Kill the debugger first, so that we don't have it messing with things.
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debugger_->StopSession();
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// Give the systems time to shutdown before we delete them.
graphics_system_->Shutdown();
audio_system_->Shutdown();
xma_decoder_->Shutdown();
input_system_.reset();
graphics_system_.reset();
audio_system_.reset();
xma_decoder_.reset();
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kernel_state_.reset();
file_system_.reset();
processor_.reset();
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debugger_.reset();
export_resolver_.reset();
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// Kill the window last, as until the graphics system/etc is dead it's needed.
main_window_.reset();
}
X_STATUS Emulator::Setup() {
X_STATUS result = X_STATUS_UNSUCCESSFUL;
// Initialize clock.
// 360 uses a 50MHz clock.
Clock::set_guest_tick_frequency(50000000);
// We could reset this with save state data/constant value to help replays.
Clock::set_guest_system_time_base(Clock::QueryHostSystemTime());
// This can be adjusted dynamically, as well.
Clock::set_guest_time_scalar(FLAGS_time_scalar);
// Before we can set thread affinity we must enable the process to use all
// logical processors.
HANDLE process_handle = GetCurrentProcess();
DWORD_PTR process_affinity_mask;
DWORD_PTR system_affinity_mask;
GetProcessAffinityMask(process_handle, &process_affinity_mask,
&system_affinity_mask);
SetProcessAffinityMask(process_handle, system_affinity_mask);
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// Create the main window. Other parts will hook into this.
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main_window_ = std::make_unique<ui::MainWindow>(this);
main_window_->Start();
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// Create memory system first, as it is required for other systems.
memory_ = std::make_unique<Memory>();
result = memory_->Initialize();
if (result) {
return result;
}
// Shared export resolver used to attach and query for HLE exports.
export_resolver_ = std::make_unique<xe::cpu::ExportResolver>();
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// Debugger first, as other parts hook into it.
debugger_.reset(new debug::Debugger(this));
// Create debugger first. Other types hook up to it.
debugger_->StartSession();
// Initialize the CPU.
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processor_ = std::make_unique<Processor>(
memory_.get(), export_resolver_.get(), debugger_.get());
// Initialize the APU.
audio_system_ = xe::apu::AudioSystem::Create(this);
if (!audio_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
xma_decoder_ = std::make_unique<XmaDecoder>(this);
// Initialize the GPU.
graphics_system_ = xe::gpu::GraphicsSystem::Create(this);
if (!graphics_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
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// Initialize the HID.
input_system_ = std::move(xe::hid::InputSystem::Create(this));
if (!input_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
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result = input_system_->Setup();
if (result) {
return result;
}
// Bring up the virtual filesystem used by the kernel.
file_system_ = std::make_unique<VirtualFileSystem>();
// Shared kernel state.
kernel_state_ = std::make_unique<kernel::KernelState>(this);
// Setup the core components.
if (!processor_->Setup()) {
return result;
}
result = graphics_system_->Setup(processor_.get(), main_window_->loop(),
main_window_.get());
if (result) {
return result;
}
result = audio_system_->Setup();
if (result) {
return result;
}
result = xma_decoder_->Setup();
if (result) {
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return result;
}
// HLE kernel modules.
kernel_state_->LoadKernelModule<kernel::XboxkrnlModule>();
kernel_state_->LoadKernelModule<kernel::XamModule>();
return result;
}
X_STATUS Emulator::LaunchPath(std::wstring path) {
// Launch based on file type.
// This is a silly guess based on file extension.
auto last_slash = path.find_last_of(xe::path_separator);
auto last_dot = path.find_last_of('.');
if (last_dot < last_slash) {
last_dot = std::wstring::npos;
}
if (last_dot == std::wstring::npos) {
// Likely an STFS container.
return LaunchStfsContainer(path);
} else if (path.substr(last_dot) == L".xex") {
// Treat as a naked xex file.
return LaunchXexFile(path);
} else {
// Assume a disc image.
return LaunchDiscImage(path);
}
}
X_STATUS Emulator::LaunchXexFile(std::wstring path) {
// We create a virtual filesystem pointing to its directory and symlink
// that to the game filesystem.
// e.g., /my/files/foo.xex will get a local fs at:
// \\Device\\Harddisk0\\Partition1
// and then get that symlinked to game:\, so
// -> game:\foo.xex
auto mount_path = "\\Device\\Harddisk0\\Partition0";
// Register the local directory in the virtual filesystem.
auto parent_path = xe::find_base_path(path);
auto device =
std::make_unique<vfs::HostPathDevice>(mount_path, parent_path, true);
if (!device->Initialize()) {
XELOGE("Unable to scan host path");
return X_STATUS_NO_SUCH_FILE;
}
if (!file_system_->RegisterDevice(std::move(device))) {
XELOGE("Unable to register host path");
return X_STATUS_NO_SUCH_FILE;
}
// Create symlinks to the device.
file_system_->RegisterSymbolicLink("game:", mount_path);
file_system_->RegisterSymbolicLink("d:", mount_path);
// Get just the filename (foo.xex).
auto file_name = xe::find_name_from_path(path);
// Launch the game.
std::string fs_path = "game:\\" + xe::to_string(file_name);
return CompleteLaunch(path, fs_path);
}
X_STATUS Emulator::LaunchDiscImage(std::wstring path) {
auto mount_path = "\\Device\\Cdrom0";
// Register the disc image in the virtual filesystem.
auto device = std::make_unique<vfs::DiscImageDevice>(mount_path, path);
if (!device->Initialize()) {
XELOGE("Unable to mount disc image");
return X_STATUS_NO_SUCH_FILE;
}
if (!file_system_->RegisterDevice(std::move(device))) {
XELOGE("Unable to register disc image");
return X_STATUS_NO_SUCH_FILE;
}
// Create symlinks to the device.
file_system_->RegisterSymbolicLink("game:", mount_path);
file_system_->RegisterSymbolicLink("d:", mount_path);
// Launch the game.
return CompleteLaunch(path, "game:\\default.xex");
}
X_STATUS Emulator::LaunchStfsContainer(std::wstring path) {
auto mount_path = "\\Device\\Cdrom0";
// Register the container in the virtual filesystem.
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auto device = std::make_unique<vfs::StfsContainerDevice>(mount_path, path);
if (!device->Initialize()) {
XELOGE("Unable to mount STFS container");
return X_STATUS_NO_SUCH_FILE;
}
if (!file_system_->RegisterDevice(std::move(device))) {
XELOGE("Unable to register STFS container");
return X_STATUS_NO_SUCH_FILE;
}
file_system_->RegisterSymbolicLink("game:", mount_path);
file_system_->RegisterSymbolicLink("d:", mount_path);
// Launch the game.
return CompleteLaunch(path, "game:\\default.xex");
}
X_STATUS Emulator::CompleteLaunch(const std::wstring& path,
const std::string& module_path) {
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auto xboxkrnl_module = kernel_state_->GetModule("xboxkrnl.exe");
auto xboxkrnl = kernel::object_ref<kernel::XboxkrnlModule>(
reinterpret_cast<kernel::XboxkrnlModule*>(xboxkrnl_module.release()));
int result = xboxkrnl->LaunchModule(module_path.c_str());
if (result == 0) {
return X_STATUS_SUCCESS;
} else {
return X_STATUS_UNSUCCESSFUL;
}
}
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} // namespace xe