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/base/assert.h"
#include "xenia/base/byte_stream.h"
#include "xenia/base/clock.h"
#include "xenia/base/debugging.h"
#include "xenia/base/exception_handler.h"
#include "xenia/base/logging.h"
#include "xenia/base/mapped_memory.h"
#include "xenia/base/profiling.h"
#include "xenia/base/string.h"
#include "xenia/cpu/backend/code_cache.h"
#include "xenia/gpu/graphics_system.h"
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#include "xenia/hid/input_driver.h"
#include "xenia/hid/input_system.h"
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#include "xenia/kernel/kernel_state.h"
#include "xenia/kernel/user_module.h"
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#include "xenia/kernel/xam/xam_module.h"
#include "xenia/kernel/xboxkrnl/xboxkrnl_module.h"
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#include "xenia/memory.h"
#include "xenia/ui/imgui_dialog.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"
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#include "xenia/vfs/virtual_file_system.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 {
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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.
if (debugger_) {
// Kill the debugger first, so that we don't have it messing with things.
debugger_->StopSession();
}
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// Give the systems time to shutdown before we delete them.
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if (graphics_system_) {
graphics_system_->Shutdown();
}
if (audio_system_) {
audio_system_->Shutdown();
}
input_system_.reset();
graphics_system_.reset();
audio_system_.reset();
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kernel_state_.reset();
file_system_.reset();
processor_.reset();
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debugger_.reset();
export_resolver_.reset();
ExceptionHandler::Uninstall(Emulator::ExceptionCallbackThunk, this);
}
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X_STATUS Emulator::Setup(
ui::Window* display_window,
std::function<std::unique_ptr<apu::AudioSystem>(cpu::Processor*)>
audio_system_factory,
std::function<std::unique_ptr<gpu::GraphicsSystem>()>
graphics_system_factory,
std::function<std::vector<std::unique_ptr<hid::InputDriver>>(ui::Window*)>
input_driver_factory) {
X_STATUS result = X_STATUS_UNSUCCESSFUL;
display_window_ = display_window;
// 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.
xe::threading::EnableAffinityConfiguration();
// Create memory system first, as it is required for other systems.
memory_ = std::make_unique<Memory>();
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if (!memory_->Initialize()) {
return false;
}
// Shared export resolver used to attach and query for HLE exports.
export_resolver_ = std::make_unique<xe::cpu::ExportResolver>();
if (FLAGS_debug) {
// Debugger first, as other parts hook into it.
debugger_.reset(new debug::Debugger(this));
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// Create debugger first. Other types hook up to it.
debugger_->StartSession();
}
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// Initialize the CPU.
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processor_ = std::make_unique<xe::cpu::Processor>(
this, memory_.get(), export_resolver_.get(), debugger_.get());
if (!processor_->Setup()) {
return X_STATUS_UNSUCCESSFUL;
}
// Initialize the APU.
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if (audio_system_factory) {
audio_system_ = audio_system_factory(processor_.get());
if (!audio_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
}
// Initialize the GPU.
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graphics_system_ = graphics_system_factory();
if (!graphics_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
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// Initialize the HID.
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input_system_ = std::make_unique<xe::hid::InputSystem>(display_window_);
if (!input_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
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if (input_driver_factory) {
auto input_drivers = input_driver_factory(display_window_);
for (size_t i = 0; i < input_drivers.size(); ++i) {
input_system_->AddDriver(std::move(input_drivers[i]));
}
}
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result = input_system_->Setup();
if (result) {
return result;
}
// Bring up the virtual filesystem used by the kernel.
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file_system_ = std::make_unique<xe::vfs::VirtualFileSystem>();
// Shared kernel state.
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kernel_state_ = std::make_unique<xe::kernel::KernelState>(this);
// Setup the core components.
result = graphics_system_->Setup(processor_.get(), kernel_state_.get(),
display_window_);
if (result) {
return result;
}
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if (audio_system_) {
result = audio_system_->Setup(kernel_state_.get());
if (result) {
return result;
}
}
// HLE kernel modules.
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kernel_state_->LoadKernelModule<kernel::xboxkrnl::XboxkrnlModule>();
kernel_state_->LoadKernelModule<kernel::xam::XamModule>();
// Initialize emulator fallback exception handling last.
ExceptionHandler::Install(Emulator::ExceptionCallbackThunk, this);
// Finish initializing the display.
display_window_->loop()->PostSynchronous([this]() {
xe::ui::GraphicsContextLock context_lock(display_window_->context());
Profiler::set_window(display_window_);
});
return result;
}
X_STATUS Emulator::LaunchPath(std::wstring path) {
// Launch based on file type.
// This is a silly guess based on file extension.
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auto last_slash = path.find_last_of(xe::kPathSeparator);
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);
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} else if (path.substr(last_dot) == L".xex" ||
path.substr(last_dot) == L".elf") {
// 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()) {
xe::FatalError("Unable to mount disc image; file not found or corrupt.");
return X_STATUS_NO_SUCH_FILE;
}
if (!file_system_->RegisterDevice(std::move(device))) {
xe::FatalError("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()) {
xe::FatalError(
"Unable to mount STFS container; file not found or corrupt.");
return X_STATUS_NO_SUCH_FILE;
}
if (!file_system_->RegisterDevice(std::move(device))) {
xe::FatalError("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");
}
void Emulator::Pause() {
if (paused_) {
return;
}
paused_ = true;
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// Don't hold the lock on this (so any waits follow through)
graphics_system_->Pause();
auto lock = global_critical_region::AcquireDirect();
auto threads =
kernel_state()->object_table()->GetObjectsByType<kernel::XThread>(
kernel::XObject::kTypeThread);
for (auto thread : threads) {
if (!thread->can_debugger_suspend()) {
// Don't pause host threads.
continue;
}
thread->thread()->Suspend(nullptr);
}
XELOGD("! EMULATOR PAUSED !");
}
void Emulator::Resume() {
if (!paused_) {
return;
}
paused_ = false;
XELOGD("! EMULATOR RESUMED !");
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graphics_system_->Resume();
auto threads =
kernel_state()->object_table()->GetObjectsByType<kernel::XThread>(
kernel::XObject::kTypeThread);
for (auto thread : threads) {
if (!thread->can_debugger_suspend()) {
// Don't pause host threads.
continue;
}
thread->thread()->Resume(nullptr);
}
}
bool Emulator::SaveToFile(const std::wstring& path) {
Pause();
filesystem::CreateFile(path);
auto map = MappedMemory::Open(path, MappedMemory::Mode::kReadWrite, 0,
1024ull * 1024ull * 1024ull * 4ull);
if (!map) {
return false;
}
// Save the emulator state to a file
ByteStream stream(map->data(), map->size());
stream.Write('XSAV');
// It's important we don't hold the global lock here! XThreads need to step
// forward (possibly through guarded regions) without worry!
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graphics_system_->Save(&stream);
kernel_state_->Save(&stream);
memory_->Save(&stream);
map->Close(stream.offset());
Resume();
return true;
}
bool Emulator::RestoreFromFile(const std::wstring& path) {
// Restore the emulator state from a file
auto map = MappedMemory::Open(path, MappedMemory::Mode::kReadWrite);
if (!map) {
return false;
}
restoring_ = true;
// Terminate any loaded titles.
Pause();
kernel_state_->TerminateTitle();
auto lock = global_critical_region::AcquireDirect();
ByteStream stream(map->data(), map->size());
if (stream.Read<uint32_t>() != 'XSAV') {
return false;
}
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if (!graphics_system_->Restore(&stream)) {
return false;
}
if (!kernel_state_->Restore(&stream)) {
return false;
}
if (!memory_->Restore(&stream)) {
return false;
}
// Update the main thread.
auto threads = kernel_state_->object_table()->GetObjectsByType<kernel::XThread>();
for (auto thread : threads) {
if (thread->main_thread()) {
main_thread_ = thread->thread();
break;
}
}
Resume();
restore_fence_.Signal();
restoring_ = false;
return true;
}
bool Emulator::ExceptionCallbackThunk(Exception* ex, void* data) {
return reinterpret_cast<Emulator*>(data)->ExceptionCallback(ex);
}
bool Emulator::ExceptionCallback(Exception* ex) {
// Check to see if the exception occurred in guest code.
auto code_cache = processor()->backend()->code_cache();
auto code_base = code_cache->base_address();
auto code_end = code_base + code_cache->total_size();
if (!debugger() ||
(!debugger()->is_attached() && debugging::IsDebuggerAttached())) {
// If Xenia's debugger isn't attached but another one is, pass it to that
// debugger.
return false;
} else if (debugger() && debugger()->is_attached()) {
// Let the debugger handle this exception. It may decide to continue past it
// (if it was a stepping breakpoint, etc).
return debugger()->OnUnhandledException(ex);
}
if (!(ex->pc() >= code_base && ex->pc() < code_end)) {
// Didn't occur in guest code. Let it pass.
return false;
}
auto global_lock = global_critical_region::AcquireDirect();
// Within range. Pause the emulator and eat the exception.
auto threads =
kernel_state()->object_table()->GetObjectsByType<kernel::XThread>(
kernel::XObject::kTypeThread);
auto current_thread = kernel::XThread::GetCurrentThread();
for (auto thread : threads) {
if (!thread->can_debugger_suspend()) {
// Don't pause host threads.
continue;
}
if (current_thread == thread.get()) {
continue;
}
thread->Suspend(nullptr);
}
// Display a dialog telling the user the guest has crashed.
display_window()->loop()->PostSynchronous([&]() {
xe::ui::ImGuiDialog::ShowMessageBox(display_window(), "Uh-oh!",
"The guest has crashed.\n\n"
"Xenia has now paused itself.");
});
// Now suspend ourself (we should be a guest thread).
assert_true(current_thread->can_debugger_suspend());
current_thread->Suspend(nullptr);
// We should not arrive here!
assert_always();
return false;
}
void Emulator::WaitUntilExit() {
while (true) {
xe::threading::Wait(main_thread_, false);
if (restoring_) {
restore_fence_.Wait();
} else {
// Not restoring and the thread exited. We're finished.
break;
}
}
}
X_STATUS Emulator::CompleteLaunch(const std::wstring& path,
const std::string& module_path) {
// Allow xam to request module loads.
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auto xam = kernel_state()->GetKernelModule<kernel::xam::XamModule>("xam.xex");
int result = 0;
auto next_module = module_path;
while (next_module != "") {
XELOGI("Launching module %s", next_module.c_str());
auto module = kernel_state_->LoadUserModule(next_module.c_str());
if (!module) {
XELOGE("Failed to load user module %s", path);
return X_STATUS_NOT_FOUND;
}
kernel_state_->SetExecutableModule(module);
auto main_xthread = module->Launch();
if (!main_xthread) {
return X_STATUS_UNSUCCESSFUL;
}
main_thread_ = main_xthread->thread();
WaitUntilExit();
// Check xam and see if they want us to load another module.
auto& loader_data = xam->loader_data();
next_module = loader_data.launch_path;
// And blank out the launch path to avoid an infinite loop.
loader_data.launch_path = "";
}
if (result == 0) {
return X_STATUS_SUCCESS;
} else {
return X_STATUS_UNSUCCESSFUL;
}
}
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} // namespace xe