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

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2019 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#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/main.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/vfs/devices/host_path_device.h"
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// Available audio systems:
#include "xenia/apu/nop/nop_audio_system.h"
#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/vk/vulkan_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"
#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/xbyak/xbyak/xbyak_util.h"
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DEFINE_string(apu, "any", "Audio system. Use: [any, nop, xaudio2]", "APU");
DEFINE_string(gpu, "any",
"Graphics system. Use: [any, d3d12, vulkan, vk, null]", "GPU");
DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]",
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"HID");
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DEFINE_bool(fullscreen, false, "Toggles fullscreen", "GPU");
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DEFINE_string(content_root, "", "Root path for content (save/etc) storage.",
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"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_string(target, "",
"Specifies the target .xex or .iso to execute.",
"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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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& name, std::function<bool()> is_available,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
creators_.push_back({name, is_available, instantiate});
}
void Add(const std::string& name,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
Add(name, []() { return true; }, instantiate);
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}
template <typename DT>
void Add(const std::string& name) {
Add(name, DT::IsAvailable, [](Args... args) {
return std::make_unique<DT>(std::forward<Args>(args)...);
});
}
std::unique_ptr<T> Create(const std::string& name, Args... args) {
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if (!name.empty() && name != "any") {
auto it = std::find_if(
creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
if (it != creators_.cend() && (*it).is_available()) {
return (*it).instantiate(std::forward<Args>(args)...);
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}
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;
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}
return nullptr;
}
}
std::vector<std::unique_ptr<T>> CreateAll(const std::string& 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;
}
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};
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std::unique_ptr<apu::AudioSystem> 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::nop::NopAudioSystem>("nop");
return factory.Create(cvars::apu, processor);
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}
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
Factory<gpu::GraphicsSystem> factory;
#if XE_PLATFORM_WIN32
factory.Add<gpu::d3d12::D3D12GraphicsSystem>("d3d12");
#endif // XE_PLATFORM_WIN32
// Abandoned Vulkan graphics system.
factory.Add<gpu::vulkan::VulkanGraphicsSystem>("vulkan");
// New Vulkan graphics system.
// TODO(Triang3l): Move this higher when it's more ready, then drop the old
// Vulkan graphics system.
factory.Add<gpu::vk::VulkanGraphicsSystem>("vk");
factory.Add<gpu::null::NullGraphicsSystem>("null");
return factory.Create(cvars::gpu);
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}
std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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);
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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;
}
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int xenia_main(const std::vector<std::wstring>& args) {
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Profiler::Initialize();
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Profiler::ThreadEnter("main");
// Figure out where content should go.
std::wstring content_root = xe::to_wstring(cvars::content_root);
std::wstring config_folder;
if (content_root.empty()) {
auto base_path = xe::filesystem::GetExecutableFolder();
base_path = xe::to_absolute_path(base_path);
auto portable_path = xe::join_paths(base_path, L"portable.txt");
if (xe::filesystem::PathExists(portable_path)) {
content_root = xe::join_paths(base_path, L"content");
config_folder = base_path;
} else {
content_root = xe::filesystem::GetUserFolder();
#if defined(XE_PLATFORM_WIN32)
content_root = xe::join_paths(content_root, L"Xenia");
#elif defined(XE_PLATFORM_LINUX)
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content_root = xe::join_paths(content_root, L"Xenia");
#else
#warning Unhandled platform for content root.
content_root = xe::join_paths(content_root, L"Xenia");
#endif
config_folder = content_root;
content_root = xe::join_paths(content_root, L"content");
}
}
content_root = xe::to_absolute_path(content_root);
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XELOGI("Content root: %S", content_root.c_str());
config::SetupConfig(config_folder);
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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.
auto emulator = std::make_unique<Emulator>(L"", content_root);
// Main emulator display window.
auto emulator_window = EmulatorWindow::Create(emulator.get());
// 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)) {
XELOGE("Failed to setup emulator: %.8X", result);
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return 1;
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}
if (cvars::mount_scratch) {
auto scratch_device = std::make_unique<xe::vfs::HostPathDevice>(
"\\SCRATCH", L"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", L"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", L"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");
}
}
}
// Set a debug handler.
// This will respond to debugging requests so we can open the debug UI.
std::unique_ptr<xe::debug::ui::DebugWindow> debug_window;
if (cvars::debug) {
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emulator->processor()->set_debug_listener_request_handler(
[&](xe::cpu::Processor* processor) {
if (debug_window) {
return debug_window.get();
}
emulator_window->loop()->PostSynchronous([&]() {
debug_window = xe::debug::ui::DebugWindow::Create(
emulator.get(), emulator_window->loop());
debug_window->window()->on_closed.AddListener(
[&](xe::ui::UIEvent* e) {
emulator->processor()->set_debug_listener(nullptr);
emulator_window->loop()->Post(
[&]() { debug_window.reset(); });
});
});
return debug_window.get();
});
}
auto evt = xe::threading::Event::CreateAutoResetEvent(false);
emulator->on_launch.AddListener([&](auto title_id, const auto& game_title) {
if (cvars::discord) {
discord::DiscordPresence::PlayingTitle(
game_title.empty() ? L"Unknown Title" : game_title);
}
emulator_window->UpdateTitle();
evt->Set();
});
emulator->on_terminate.AddListener([&]() {
if (cvars::discord) {
discord::DiscordPresence::NotPlaying();
}
});
emulator_window->window()->on_closing.AddListener([&](ui::UIEvent* e) {
// This needs to shut down before the graphics context.
Profiler::Shutdown();
});
bool exiting = false;
emulator_window->loop()->on_quit.AddListener([&](ui::UIEvent* e) {
exiting = true;
evt->Set();
if (cvars::discord) {
discord::DiscordPresence::Shutdown();
}
// TODO(DrChat): Remove this code and do a proper exit.
XELOGI("Cheap-skate exit!");
exit(0);
});
// Enable the main menu now that the emulator is properly loaded
emulator_window->window()->EnableMainMenu();
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// Grab path from the flag or unnamed argument.
std::wstring path;
if (!cvars::target.empty()) {
path = xe::to_wstring(cvars::target);
}
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// Toggles fullscreen
if (cvars::fullscreen) emulator_window->ToggleFullscreen();
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if (!path.empty()) {
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// Normalize the path and make absolute.
std::wstring abs_path = xe::to_absolute_path(path);
result = emulator->LaunchPath(abs_path);
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if (XFAILED(result)) {
xe::FatalError("Failed to launch target: %.8X", result);
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emulator.reset();
emulator_window.reset();
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return 1;
}
}
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// Now, we're going to use the main thread to drive events related to
// emulation.
while (!exiting) {
xe::threading::Wait(evt.get(), false);
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while (true) {
emulator->WaitUntilExit();
if (emulator->TitleRequested()) {
emulator->LaunchNextTitle();
} else {
break;
}
}
}
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debug_window.reset();
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emulator.reset();
if (cvars::discord) {
discord::DiscordPresence::Shutdown();
}
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Profiler::Dump();
Profiler::Shutdown();
emulator_window.reset();
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return 0;
}
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} // namespace app
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} // namespace xe
DEFINE_ENTRY_POINT(L"xenia", xe::app::xenia_main, "[Path to .iso/.xex]",
"target");