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

678 lines
25 KiB
C++

/**
******************************************************************************
* 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 <atomic>
#include <cstdlib>
#include <functional>
#include <memory>
#include <string>
#include <thread>
#include <vector>
#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/kernel/xam/xam_module.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
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, true, "Enable cache mount", "Storage");
UPDATE_from_bool(mount_cache, 2024, 8, 31, 20, false);
DEFINE_transient_path(target, "",
"Specifies the target .xex or .iso to execute.",
"General");
DEFINE_transient_bool(portable, true,
"Specifies if Xenia should run in portable mode.",
"General");
DECLARE_bool(debug);
DEFINE_bool(discord, true, "Enable Discord rich presence", "General");
DECLARE_bool(widescreen);
namespace xe {
namespace app {
class EmulatorApp final : public xe::ui::WindowedApp {
public:
static std::unique_ptr<xe::ui::WindowedApp> Create(
xe::ui::WindowedAppContext& app_context) {
return std::unique_ptr<xe::ui::WindowedApp>(new EmulatorApp(app_context));
}
~EmulatorApp();
bool OnInitialize() override;
protected:
void OnDestroy() override;
private:
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_view name, std::function<bool()> is_available,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
creators_.push_back({std::string(name), is_available, instantiate});
}
void Add(const std::string_view name,
std::function<std::unique_ptr<T>(Args...)> instantiate) {
auto always_available = []() { return true; };
Add(name, always_available, instantiate);
}
template <typename DT>
void Add(const std::string_view name) {
Add(name, DT::IsAvailable, [](Args... args) {
return std::make_unique<DT>(std::forward<Args>(args)...);
});
}
std::unique_ptr<T> 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>(args)...);
}
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;
}
return nullptr;
}
}
std::vector<std::unique_ptr<T>> CreateAll(const std::string_view 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;
}
};
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<apu::AudioSystem> CreateAudioSystem(
cpu::Processor* processor);
static std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem();
static std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
ui::Window* window);
void EmulatorThread();
void ShutdownEmulatorThreadFromUIThread();
DebugWindowClosedListener debug_window_closed_listener_;
std::unique_ptr<Emulator> emulator_;
std::unique_ptr<EmulatorWindow> emulator_window_;
// Created on demand, used by the emulator.
std::unique_ptr<xe::debug::ui::DebugWindow> debug_window_;
// Refreshing the emulator - placed after its dependencies.
std::atomic<bool> emulator_thread_quit_requested_;
std::unique_ptr<xe::threading::Event> 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<apu::AudioSystem> EmulatorApp::CreateAudioSystem(
cpu::Processor* processor) {
Factory<apu::AudioSystem, cpu::Processor*> factory;
#if XE_PLATFORM_WIN32
factory.Add<apu::xaudio2::XAudio2AudioSystem>("xaudio2");
#endif // XE_PLATFORM_WIN32
#if !XE_PLATFORM_ANDROID
factory.Add<apu::sdl::SDLAudioSystem>("sdl");
#endif // !XE_PLATFORM_ANDROID
factory.Add<apu::nop::NopAudioSystem>("nop");
return factory.Create(cvars::apu, processor);
}
std::unique_ptr<gpu::GraphicsSystem> 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<gpu::GraphicsSystem> factory;
#if XE_PLATFORM_WIN32
factory.Add<gpu::d3d12::D3D12GraphicsSystem>("d3d12");
#endif // XE_PLATFORM_WIN32
factory.Add<gpu::vulkan::VulkanGraphicsSystem>("vulkan");
factory.Add<gpu::null::NullGraphicsSystem>("null");
return factory.Create(cvars::gpu);
}
std::vector<std::unique_ptr<hid::InputDriver>> EmulatorApp::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, EmulatorWindow::kZOrderHidInput));
} else {
Factory<hid::InputDriver, ui::Window*, size_t> 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() {
#if XE_ARCH_AMD64 == 1
amd64::InitFeatureFlags();
#endif
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: {}", 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: {}", content_root);
std::filesystem::path cache_root = cvars::cache_root;
if (cache_root.empty()) {
cache_root = storage_root / "cache_host";
// 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("Host cache root: {}", 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<Emulator>("", storage_root, content_root, cache_root);
// Determine window size based on user setting.
auto res = xe::gpu::GraphicsSystem::GetInternalDisplayResolution();
// Main emulator display window.
emulator_window_ = EmulatorWindow::Create(emulator_.get(), app_context(),
res.first, res.second);
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<xe::vfs::HostPathDevice>(
"\\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<xe::vfs::HostPathDevice>("\\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<xe::vfs::HostPathDevice>("\\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<xe::vfs::HostPathDevice>("\\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 = app_context().CallInUIThread(
[this, abs_path]() { return emulator_window_->RunTitle(abs_path); });
if (XFAILED(result)) {
xe::FatalError(fmt::format("Failed to launch target: {:08X}", result));
app_context().RequestDeferredQuit();
return;
}
}
auto xam = emulator_->kernel_state()->GetKernelModule<kernel::xam::XamModule>(
"xam.xex");
if (xam) {
xam->LoadLoaderData();
if (xam->loader_data().launch_data_present) {
const std::filesystem::path host_path = xam->loader_data().host_path;
app_context().CallInUIThread([this, host_path]() {
return emulator_window_->RunTitle(host_path);
});
}
}
// 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);
emulator_->WaitUntilExit();
}
}
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);