/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include #include #include #include #include #include #include #include "xenia/app/discord/discord_presence.h" #include "xenia/app/emulator_window.h" #include "xenia/base/assert.h" #include "xenia/base/cvar.h" #include "xenia/base/debugging.h" #include "xenia/base/logging.h" #include "xenia/base/platform.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/ui/window.h" #include "xenia/ui/window_listener.h" #include "xenia/ui/windowed_app.h" #include "xenia/ui/windowed_app_context.h" #include "xenia/vfs/devices/host_path_device.h" // Available audio systems: #include "xenia/apu/nop/nop_audio_system.h" #if !XE_PLATFORM_ANDROID #include "xenia/apu/sdl/sdl_audio_system.h" #endif // !XE_PLATFORM_ANDROID #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/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_ANDROID #include "xenia/hid/sdl/sdl_hid.h" #endif // !XE_PLATFORM_ANDROID #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/fmt/include/fmt/format.h" DEFINE_string(apu, "any", "Audio system. Use: [any, nop, sdl, xaudio2]", "APU"); DEFINE_string(gpu, "any", "Graphics system. Use: [any, d3d12, vulkan, null]", "GPU"); DEFINE_string(hid, "any", "Input system. Use: [any, nop, sdl, winkey, xinput]", "HID"); DEFINE_path( storage_root, "", "Root path for persistent internal data storage (config, etc.), or empty " "to use the path preferred for the OS, such as the documents folder, or " "the emulator executable directory if portable.txt is present in it.", "Storage"); DEFINE_path( content_root, "", "Root path for guest content storage (saves, etc.), or empty to use the " "content folder under the storage root.", "Storage"); DEFINE_path( cache_root, "", "Root path for files used to speed up certain parts of the emulator or the " "game. These files may be persistent, but they can be deleted without " "major side effects such as progress loss. If empty, the cache folder " "under the storage root, or, if available, the cache directory preferred " "for the OS, will be used.", "Storage"); DEFINE_bool(mount_scratch, false, "Enable scratch mount", "Storage"); DEFINE_bool(mount_cache, false, "Enable cache mount", "Storage"); DEFINE_transient_path(target, "", "Specifies the target .xex or .iso to execute.", "General"); DEFINE_transient_bool(portable, false, "Specifies if Xenia should run in portable mode.", "General"); DECLARE_bool(debug); DEFINE_bool(discord, true, "Enable Discord rich presence", "General"); namespace xe { namespace app { class EmulatorApp final : public xe::ui::WindowedApp { public: static std::unique_ptr Create( xe::ui::WindowedAppContext& app_context) { return std::unique_ptr(new EmulatorApp(app_context)); } ~EmulatorApp(); bool OnInitialize() override; protected: void OnDestroy() override; private: 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_view name, std::function is_available, std::function(Args...)> instantiate) { creators_.push_back({std::string(name), is_available, instantiate}); } void Add(const std::string_view name, std::function(Args...)> instantiate) { auto always_available = []() { return true; }; Add(name, always_available, instantiate); } template void Add(const std::string_view name) { Add(name, DT::IsAvailable, [](Args... args) { return std::make_unique
(std::forward(args)...); }); } std::unique_ptr Create(const std::string_view 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_view 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; } }; class DebugWindowClosedListener final : public xe::ui::WindowListener { public: explicit DebugWindowClosedListener(EmulatorApp& emulator_app) : emulator_app_(emulator_app) {} void OnClosing(xe::ui::UIEvent& e) override; private: EmulatorApp& emulator_app_; }; explicit EmulatorApp(xe::ui::WindowedAppContext& app_context); static std::unique_ptr CreateAudioSystem( cpu::Processor* processor); static std::unique_ptr CreateGraphicsSystem(); static std::vector> CreateInputDrivers( ui::Window* window); void EmulatorThread(); void ShutdownEmulatorThreadFromUIThread(); DebugWindowClosedListener debug_window_closed_listener_; std::unique_ptr emulator_; std::unique_ptr emulator_window_; // Created on demand, used by the emulator. std::unique_ptr debug_window_; // Refreshing the emulator - placed after its dependencies. std::atomic emulator_thread_quit_requested_; std::unique_ptr emulator_thread_event_; std::thread emulator_thread_; }; void EmulatorApp::DebugWindowClosedListener::OnClosing(xe::ui::UIEvent& e) { EmulatorApp* emulator_app = &emulator_app_; emulator_app->emulator_->processor()->set_debug_listener(nullptr); emulator_app->debug_window_.reset(); } EmulatorApp::EmulatorApp(xe::ui::WindowedAppContext& app_context) : xe::ui::WindowedApp(app_context, "xenia", "[Path to .iso/.xex]"), debug_window_closed_listener_(*this) { AddPositionalOption("target"); } EmulatorApp::~EmulatorApp() { // Should be shut down from OnDestroy if OnInitialize has ever been done, but // for the most safety as a running thread may be destroyed only after // joining. ShutdownEmulatorThreadFromUIThread(); } std::unique_ptr EmulatorApp::CreateAudioSystem( cpu::Processor* processor) { Factory factory; #if XE_PLATFORM_WIN32 factory.Add("xaudio2"); #endif // XE_PLATFORM_WIN32 #if !XE_PLATFORM_ANDROID factory.Add("sdl"); #endif // !XE_PLATFORM_ANDROID factory.Add("nop"); return factory.Create(cvars::apu, processor); } std::unique_ptr EmulatorApp::CreateGraphicsSystem() { // While Vulkan is supported by a large variety of operating systems (Windows, // GNU/Linux, Android, also via the MoltenVK translation layer on top of Metal // on macOS and iOS), please don't remove platform-specific GPU backends from // Xenia. // // Regardless of the operating system, having multiple options provides more // stability to users. In case of driver issues, users may try switching // between the available backends. For example, in June 2022, on Nvidia Ampere // (RTX 30xx), Xenia had synchronization issues that resulted in flickering, // most prominently in 4D5307E6, on Direct3D 12 - but the same issue was not // reproducible in the Vulkan backend, however, it used ImageSampleExplicitLod // with explicit gradients for cubemaps, which triggered a different driver // bug on Nvidia (every 1 out of 2x2 pixels receiving junk). // // Specifically on Microsoft platforms, there are a few reasons why supporting // Direct3D 12 is desirable rather than limiting Xenia to Vulkan only: // - Wider hardware support for Direct3D 12 on x86 Windows desktops. // Direct3D 12 requires the minimum of Nvidia Fermi, or, with a pre-2021 // driver version, Intel HD Graphics 4200. Vulkan, however, is supported // only starting with Nvidia Kepler and a much more recent Intel UHD // Graphics generation. // - Wider hardware support on other kinds of Microsoft devices. The Xbox One // and the Xbox Series X|S only support Direct3D as the GPU API in their UWP // runtime, and only version 12 can be granted expanded resource access. // Qualcomm, as of June 2022, also doesn't provide a Vulkan implementation // for their Arm-based Windows devices, while Direct3D 12 is available. // - Both older Intel GPUs and the Xbox One apparently, as well as earlier // Windows 10 versions, also require Shader Model 5.1 DXBC shaders rather // than Shader Model 6 DXIL ones, so a DXBC shader translator should be // available in Xenia too, a DXIL one doesn't fully replace it. // - As of June 2022, AMD also refuses to implement the // VK_EXT_fragment_shader_interlock Vulkan extension in their drivers, as // well as its OpenGL counterpart, which is heavily utilized for accurate // support of Xenos render target formats that don't have PC equivalents // (8_8_8_8_GAMMA, 2_10_10_10_FLOAT, 16_16 and 16_16_16_16 with -32 to 32 // range, D24FS8) with correct blending. Direct3D 12, however, requires // support for similar functionality (rasterizer-ordered views) on the // feature level 12_1, and the AMD driver implements it on Direct3D, as well // as raster order groups in their Metal driver. // // Additionally, different host GPU APIs receive feature support at different // paces. VK_EXT_fragment_shader_interlock first appeared in 2019, for // instance, while Xenia had been taking advantage of rasterizer-ordered views // on Direct3D 12 for over half a year at that point (they have existed in // Direct3D 12 since the first version). // // MoltenVK on top Metal also has its flaws and limitations. Metal, for // instance, as of June 2022, doesn't provide a switch for primitive restart, // while Vulkan does - so MoltenVK is not completely transparent to Xenia, // many of its issues that may be not very obvious (unlike when the Metal API // is used directly) should be taken into account in Xenia. Also, as of June // 2022, MoltenVK translates SPIR-V shaders into the C++-based Metal Shading // Language rather than AIR directly, which likely massively increases // pipeline object creation time - and Xenia translates shaders and creates // pipelines when they're first actually used for a draw command by the game, // thus it can't precompile anything that hasn't ever been encountered before // there's already no time to waste. // // Very old hardware (Direct3D 10 level) is also not supported by most Vulkan // drivers. However, in the future, Xenia may be ported to it using the // Direct3D 11 API with the feature level 10_1 or 10_0. OpenGL, however, had // been lagging behind Direct3D prior to versions 4.x, and didn't receive // compute shaders until a 4.2 extension (while 4.2 already corresponds // roughly to Direct3D 11 features) - and replacing Xenia compute shaders with // transform feedback / stream output is not always trivial (in particular, // will need to rely on GL_ARB_transform_feedback3 for skipping over memory // locations that shouldn't be overwritten). // // For maintainability, as much implementation code as possible should be // placed in `xe::gpu` and shared between the backends rather than duplicated // between them. Factory factory; #if XE_PLATFORM_WIN32 factory.Add("d3d12"); #endif // XE_PLATFORM_WIN32 factory.Add("vulkan"); factory.Add("null"); return factory.Create(cvars::gpu); } std::vector> EmulatorApp::CreateInputDrivers( ui::Window* window) { std::vector> drivers; if (cvars::hid.compare("nop") == 0) { drivers.emplace_back( xe::hid::nop::Create(window, EmulatorWindow::kZOrderHidInput)); } else { Factory factory; #if XE_PLATFORM_WIN32 factory.Add("xinput", xe::hid::xinput::Create); #endif // XE_PLATFORM_WIN32 #if !XE_PLATFORM_ANDROID factory.Add("sdl", xe::hid::sdl::Create); #endif // !XE_PLATFORM_ANDROID #if XE_PLATFORM_WIN32 // 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, EmulatorWindow::kZOrderHidInput)) { 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, EmulatorWindow::kZOrderHidInput)); } } return drivers; } bool EmulatorApp::OnInitialize() { Profiler::Initialize(); Profiler::ThreadEnter("Main"); // Figure out where internal files and content should go. std::filesystem::path storage_root = cvars::storage_root; if (storage_root.empty()) { storage_root = xe::filesystem::GetExecutableFolder(); if (!cvars::portable && !std::filesystem::exists(storage_root / "portable.txt")) { storage_root = xe::filesystem::GetUserFolder(); #if defined(XE_PLATFORM_WIN32) || defined(XE_PLATFORM_GNU_LINUX) storage_root = storage_root / "Xenia"; #else // TODO(Triang3l): Point to the app's external storage "files" directory // on Android. #warning Unhandled platform for the data root. storage_root = storage_root / "Xenia"; #endif } } storage_root = std::filesystem::absolute(storage_root); XELOGI("Storage root: {}", xe::path_to_utf8(storage_root)); config::SetupConfig(storage_root); std::filesystem::path content_root = cvars::content_root; if (content_root.empty()) { content_root = storage_root / "content"; } else { // If content root isn't an absolute path, then it should be relative to the // storage root. if (!content_root.is_absolute()) { content_root = storage_root / content_root; } } content_root = std::filesystem::absolute(content_root); XELOGI("Content root: {}", xe::path_to_utf8(content_root)); std::filesystem::path cache_root = cvars::cache_root; if (cache_root.empty()) { cache_root = storage_root / "cache"; // TODO(Triang3l): Point to the app's external storage "cache" directory on // Android. } else { // If content root isn't an absolute path, then it should be relative to the // storage root. if (!cache_root.is_absolute()) { cache_root = storage_root / cache_root; } } cache_root = std::filesystem::absolute(cache_root); XELOGI("Cache root: {}", xe::path_to_utf8(cache_root)); if (cvars::discord) { discord::DiscordPresence::Initialize(); discord::DiscordPresence::NotPlaying(); } // Create the emulator but don't initialize so we can setup the window. emulator_ = std::make_unique("", storage_root, content_root, cache_root); // Main emulator display window. emulator_window_ = EmulatorWindow::Create(emulator_.get(), app_context()); if (!emulator_window_) { XELOGE("Failed to create the main emulator window"); return false; } // Setup the emulator and run its loop in a separate thread. emulator_thread_quit_requested_.store(false, std::memory_order_relaxed); emulator_thread_event_ = xe::threading::Event::CreateAutoResetEvent(false); assert_not_null(emulator_thread_event_); emulator_thread_ = std::thread(&EmulatorApp::EmulatorThread, this); return true; } void EmulatorApp::OnDestroy() { ShutdownEmulatorThreadFromUIThread(); if (cvars::discord) { discord::DiscordPresence::Shutdown(); } Profiler::Dump(); // The profiler needs to shut down before the graphics context. Profiler::Shutdown(); // Write all cvar overrides to the config. config::SaveConfig(); // TODO(DrChat): Remove this code and do a proper exit. XELOGI("Cheap-skate exit!"); std::quick_exit(EXIT_SUCCESS); } void EmulatorApp::EmulatorThread() { assert_not_null(emulator_thread_event_); xe::threading::set_name("Emulator"); Profiler::ThreadEnter("Emulator"); // 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(), emulator_window_->imgui_drawer(), true, CreateAudioSystem, CreateGraphicsSystem, CreateInputDrivers); if (XFAILED(result)) { XELOGE("Failed to setup emulator: {:08X}", result); app_context().RequestDeferredQuit(); return; } app_context().CallInUIThread( [this]() { emulator_window_->SetupGraphicsSystemPresenterPainting(); }); if (cvars::mount_scratch) { auto scratch_device = std::make_unique( "\\SCRATCH", "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", "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", "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"); } } // Some (older?) games try accessing cache:\ too // NOTE: this must be registered _after_ the cache0/cache1 devices, due to // substring/start_with logic inside VirtualFileSystem::ResolvePath, else // accesses to those devices will go here instead auto cache_device = std::make_unique("\\CACHE", "cache", false); if (!cache_device->Initialize()) { XELOGE("Unable to scan cache path"); } else { if (!emulator_->file_system()->RegisterDevice(std::move(cache_device))) { XELOGE("Unable to register cache path"); } else { emulator_->file_system()->RegisterSymbolicLink("cache:", "\\CACHE"); } } } // Set a debug handler. // This will respond to debugging requests so we can open the debug UI. if (cvars::debug) { emulator_->processor()->set_debug_listener_request_handler( [this](xe::cpu::Processor* processor) { if (debug_window_) { return debug_window_.get(); } app_context().CallInUIThreadSynchronous([this]() { debug_window_ = xe::debug::ui::DebugWindow::Create(emulator_.get(), app_context()); debug_window_->window()->AddListener( &debug_window_closed_listener_); }); // If failed to enqueue the UI thread call, this will just be null. return debug_window_.get(); }); } emulator_->on_launch.AddListener([&](auto title_id, const auto& game_title) { if (cvars::discord) { discord::DiscordPresence::PlayingTitle( game_title.empty() ? "Unknown Title" : std::string(game_title)); } app_context().CallInUIThread([this]() { emulator_window_->UpdateTitle(); }); emulator_thread_event_->Set(); }); emulator_->on_shader_storage_initialization.AddListener( [this](bool initializing) { app_context().CallInUIThread([this, initializing]() { emulator_window_->SetInitializingShaderStorage(initializing); }); }); emulator_->on_patch_apply.AddListener([this]() { app_context().CallInUIThread([this]() { emulator_window_->UpdateTitle(); }); }); emulator_->on_terminate.AddListener([]() { if (cvars::discord) { discord::DiscordPresence::NotPlaying(); } }); // Enable emulator input now that the emulator is properly loaded. app_context().CallInUIThread( [this]() { emulator_window_->OnEmulatorInitialized(); }); // Grab path from the flag or unnamed argument. std::filesystem::path path; if (!cvars::target.empty()) { path = cvars::target; } if (!path.empty()) { // Normalize the path and make absolute. auto abs_path = std::filesystem::absolute(path); result = emulator_->LaunchPath(abs_path); if (XFAILED(result)) { xe::FatalError(fmt::format("Failed to launch target: {:08X}", result)); app_context().RequestDeferredQuit(); return; } } // Now, we're going to use this thread to drive events related to emulation. while (!emulator_thread_quit_requested_.load(std::memory_order_relaxed)) { xe::threading::Wait(emulator_thread_event_.get(), false); while (true) { emulator_->WaitUntilExit(); if (emulator_->TitleRequested()) { emulator_->LaunchNextTitle(); } else { break; } } } } void EmulatorApp::ShutdownEmulatorThreadFromUIThread() { // TODO(Triang3l): Proper shutdown of the emulator (relying on std::quick_exit // for now) - currently WaitUntilExit loops forever otherwise (plus possibly // lots of other things not shutting down correctly now). Some parts of the // code call the regular std::exit, which seems to be calling destructors (at // least on Linux), so the entire join is currently commented out. #if 0 // Same thread as the one created it, to make sure there's zero possibility of // a race with the creation of the emulator thread. assert_true(app_context().IsInUIThread()); emulator_thread_quit_requested_.store(true, std::memory_order_relaxed); if (!emulator_thread_.joinable()) { return; } emulator_thread_event_->Set(); emulator_thread_.join(); #endif } } // namespace app } // namespace xe XE_DEFINE_WINDOWED_APP(xenia, xe::app::EmulatorApp::Create);