/** ****************************************************************************** * 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. * ****************************************************************************** */ #include "xenia/app/discord/discord_presence.h" #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" #include "xenia/emulator.h" #include "xenia/ui/file_picker.h" #include "xenia/vfs/devices/host_path_device.h" // 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 // 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" 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]", "HID"); DEFINE_bool(fullscreen, false, "Toggles fullscreen", "GPU"); DEFINE_string(content_root, "", "Root path for content (save/etc) storage.", "Storage"); 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"); namespace xe { namespace app { template class Factory { private: struct Creator { std::string name; std::function is_available; std::function(Args...)> instantiate; }; std::vector creators_; public: void Add(const std::string& name, std::function is_available, std::function(Args...)> instantiate) { creators_.push_back({name, is_available, instantiate}); } void Add(const std::string& name, std::function(Args...)> instantiate) { Add(name, []() { return true; }, instantiate); } template void Add(const std::string& name) { Add(name, DT::IsAvailable, [](Args... args) { return std::make_unique
(std::forward(args)...); }); } std::unique_ptr Create(const std::string& 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)...); } return nullptr; } else { for (const auto& creator : creators_) { if (!creator.is_available()) continue; auto instance = creator.instantiate(std::forward(args)...); if (!instance) continue; return instance; } return nullptr; } } std::vector> CreateAll(const std::string& name, Args... args) { std::vector> 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)...); 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)...); if (instance) { instances.emplace_back(std::move(instance)); } } } return instances; } }; std::unique_ptr CreateAudioSystem(cpu::Processor* processor) { Factory factory; #if XE_PLATFORM_WIN32 factory.Add("xaudio2"); #endif // XE_PLATFORM_WIN32 factory.Add("nop"); return factory.Create(cvars::apu, processor); } std::unique_ptr CreateGraphicsSystem() { Factory factory; #if XE_PLATFORM_WIN32 factory.Add("d3d12"); #endif // XE_PLATFORM_WIN32 // Abandoned Vulkan graphics system. factory.Add("vulkan"); // New Vulkan graphics system. // TODO(Triang3l): Move this higher when it's more ready, then drop the old // Vulkan graphics system. factory.Add("vk"); factory.Add("null"); return factory.Create(cvars::gpu); } std::vector> CreateInputDrivers( ui::Window* window) { std::vector> drivers; if (cvars::hid.compare("nop") == 0) { drivers.emplace_back(xe::hid::nop::Create(window)); } else { Factory factory; #if XE_PLATFORM_WIN32 factory.Add("xinput", xe::hid::xinput::Create); // WinKey input driver should always be the last input driver added! factory.Add("winkey", xe::hid::winkey::Create); #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)); } } return drivers; } int xenia_main(const std::vector& args) { Profiler::Initialize(); Profiler::ThreadEnter("main"); if (cvars::discord) { discord::DiscordPresence::Initialize(); discord::DiscordPresence::NotPlaying(); } // 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) 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); XELOGI("Content root: %S", content_root.c_str()); config::SetupConfig(config_folder); // Create the emulator but don't initialize so we can setup the window. auto emulator = std::make_unique(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. X_STATUS result = emulator->Setup(emulator_window->window(), CreateAudioSystem, CreateGraphicsSystem, CreateInputDrivers); if (XFAILED(result)) { XELOGE("Failed to setup emulator: %.8X", result); return 1; } if (cvars::mount_scratch) { auto scratch_device = std::make_unique( "\\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("\\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("\\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 debug_window; if (cvars::debug) { 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(); // Grab path from the flag or unnamed argument. std::wstring path; if (!cvars::target.empty()) { path = xe::to_wstring(cvars::target); } // Toggles fullscreen if (cvars::fullscreen) emulator_window->ToggleFullscreen(); if (!path.empty()) { // Normalize the path and make absolute. std::wstring abs_path = xe::to_absolute_path(path); result = emulator->LaunchPath(abs_path); if (XFAILED(result)) { xe::FatalError("Failed to launch target: %.8X", result); emulator.reset(); emulator_window.reset(); return 1; } } // Now, we're going to use the main thread to drive events related to // emulation. while (!exiting) { xe::threading::Wait(evt.get(), false); while (true) { emulator->WaitUntilExit(); if (emulator->TitleRequested()) { emulator->LaunchNextTitle(); } else { break; } } } debug_window.reset(); emulator.reset(); if (cvars::discord) { discord::DiscordPresence::Shutdown(); } Profiler::Dump(); Profiler::Shutdown(); emulator_window.reset(); return 0; } } // namespace app } // namespace xe DEFINE_ENTRY_POINT(L"xenia", L"xenia some.xex", xe::app::xenia_main);