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"
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#include "xenia/apu/apu.h"
#include "xenia/base/assert.h"
#include "xenia/base/string.h"
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#include "xenia/cpu/cpu.h"
#include "xenia/gpu/gpu.h"
#include "xenia/hid/hid.h"
#include "xenia/kernel/kernel.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/kernel/modules.h"
#include "xenia/kernel/fs/filesystem.h"
#include "xenia/memory.h"
#include "xenia/ui/main_window.h"
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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::kernel::fs;
using namespace xe::ui;
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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.
debugger_.reset();
// Give the systems time to shutdown before we delete them.
graphics_system_->Shutdown();
audio_system_->Shutdown();
kernel_state_.reset();
file_system_.reset();
input_system_.reset();
graphics_system_.reset();
audio_system_.reset();
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processor_.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;
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_ = std::move(xe::apu::Create(this));
if (!audio_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
// Initialize the GPU.
graphics_system_ = std::move(xe::gpu::Create(this));
if (!graphics_system_) {
return X_STATUS_NOT_IMPLEMENTED;
}
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// Initialize the HID.
input_system_ = std::move(xe::hid::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<FileSystem>();
// 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;
}
// HLE kernel modules.
kernel_state_->LoadKernelModule<kernel::XboxkrnlModule>();
kernel_state_->LoadKernelModule<kernel::XamModule>();
return result;
}
X_STATUS Emulator::LaunchXexFile(const 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
int result_code =
file_system_->InitializeFromPath(FileSystemType::XEX_FILE, path);
if (result_code) {
return X_STATUS_INVALID_PARAMETER;
}
// Get just the filename (foo.xex).
std::wstring file_name;
auto last_slash = path.find_last_of(xe::path_separator);
if (last_slash == std::string::npos) {
// No slash found, whole thing is a file.
file_name = path;
} else {
// Skip slash.
file_name = path.substr(last_slash + 1);
}
// Launch the game.
std::string fs_path = "game:\\" + xe::to_string(file_name);
return CompleteLaunch(path, fs_path);
}
X_STATUS Emulator::LaunchDiscImage(const std::wstring& path) {
int result_code =
file_system_->InitializeFromPath(FileSystemType::DISC_IMAGE, path);
if (result_code) {
return X_STATUS_INVALID_PARAMETER;
}
// Launch the game.
return CompleteLaunch(path, "game:\\default.xex");
}
X_STATUS Emulator::LaunchSTFSTitle(const std::wstring& path) {
int result_code =
file_system_->InitializeFromPath(FileSystemType::STFS_TITLE, path);
if (result_code) {
return X_STATUS_INVALID_PARAMETER;
}
// Launch the game.
return CompleteLaunch(path, "game:\\default.xex");
}
X_STATUS Emulator::CompleteLaunch(const std::wstring& path,
const std::string& module_path) {
auto xboxkrnl = static_cast<kernel::XboxkrnlModule*>(
kernel_state_->GetModule("xboxkrnl.exe"));
int result = xboxkrnl->LaunchModule(module_path.c_str());
xboxkrnl->Release();
if (result == 0) {
return X_STATUS_SUCCESS;
} else {
return X_STATUS_UNSUCCESSFUL;
}
}
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} // namespace xe