678 lines
25 KiB
C++
678 lines
25 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <atomic>
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#include <cstdlib>
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#include <functional>
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#include <memory>
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#include <string>
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#include <thread>
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#include <vector>
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#include "xenia/app/discord/discord_presence.h"
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#include "xenia/app/emulator_window.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/debugging.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/platform.h"
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#include "xenia/base/profiling.h"
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#include "xenia/base/threading.h"
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#include "xenia/config.h"
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#include "xenia/debug/ui/debug_window.h"
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#include "xenia/emulator.h"
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#include "xenia/kernel/xam/xam_module.h"
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#include "xenia/ui/file_picker.h"
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#include "xenia/ui/window.h"
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#include "xenia/ui/window_listener.h"
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#include "xenia/ui/windowed_app.h"
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#include "xenia/ui/windowed_app_context.h"
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#include "xenia/vfs/devices/host_path_device.h"
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// Available audio systems:
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#include "xenia/apu/nop/nop_audio_system.h"
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#if !XE_PLATFORM_ANDROID
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#include "xenia/apu/sdl/sdl_audio_system.h"
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#endif // !XE_PLATFORM_ANDROID
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#if XE_PLATFORM_WIN32
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#include "xenia/apu/xaudio2/xaudio2_audio_system.h"
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#endif // XE_PLATFORM_WIN32
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// Available graphics systems:
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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
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#if XE_PLATFORM_WIN32
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#endif // XE_PLATFORM_WIN32
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// Available input drivers:
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#include "xenia/hid/nop/nop_hid.h"
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#if !XE_PLATFORM_ANDROID
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#include "xenia/hid/sdl/sdl_hid.h"
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#endif // !XE_PLATFORM_ANDROID
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#if XE_PLATFORM_WIN32
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#include "xenia/hid/winkey/winkey_hid.h"
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#include "xenia/hid/xinput/xinput_hid.h"
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#endif // XE_PLATFORM_WIN32
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DEFINE_string(apu, "any", "Audio system. Use: [any, nop, sdl, xaudio2]", "APU");
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DEFINE_string(gpu, "any", "Graphics system. Use: [any, d3d12, vulkan, null]",
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"GPU");
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DEFINE_string(hid, "any", "Input system. Use: [any, nop, sdl, winkey, xinput]",
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"HID");
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DEFINE_path(
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storage_root, "",
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"Root path for persistent internal data storage (config, etc.), or empty "
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"to use the path preferred for the OS, such as the documents folder, or "
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"the emulator executable directory if portable.txt is present in it.",
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"Storage");
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DEFINE_path(
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content_root, "",
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"Root path for guest content storage (saves, etc.), or empty to use the "
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"content folder under the storage root.",
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"Storage");
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DEFINE_path(
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cache_root, "",
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"Root path for files used to speed up certain parts of the emulator or the "
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"game. These files may be persistent, but they can be deleted without "
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"major side effects such as progress loss. If empty, the cache folder "
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"under the storage root, or, if available, the cache directory preferred "
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"for the OS, will be used.",
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"Storage");
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DEFINE_bool(mount_scratch, false, "Enable scratch mount", "Storage");
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DEFINE_bool(mount_cache, true, "Enable cache mount", "Storage");
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UPDATE_from_bool(mount_cache, 2024, 8, 31, 20, false);
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DEFINE_transient_path(target, "",
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"Specifies the target .xex or .iso to execute.",
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"General");
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DEFINE_transient_bool(portable, true,
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"Specifies if Xenia should run in portable mode.",
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"General");
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DECLARE_bool(debug);
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DEFINE_bool(discord, true, "Enable Discord rich presence", "General");
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DECLARE_bool(widescreen);
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namespace xe {
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namespace app {
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class EmulatorApp final : public xe::ui::WindowedApp {
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public:
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static std::unique_ptr<xe::ui::WindowedApp> Create(
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xe::ui::WindowedAppContext& app_context) {
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return std::unique_ptr<xe::ui::WindowedApp>(new EmulatorApp(app_context));
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}
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~EmulatorApp();
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bool OnInitialize() override;
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protected:
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void OnDestroy() override;
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private:
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template <typename T, typename... Args>
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class Factory {
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private:
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struct Creator {
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std::string name;
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std::function<bool()> is_available;
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std::function<std::unique_ptr<T>(Args...)> instantiate;
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};
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std::vector<Creator> creators_;
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public:
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void Add(const std::string_view name, std::function<bool()> is_available,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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creators_.push_back({std::string(name), is_available, instantiate});
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}
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void Add(const std::string_view name,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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auto always_available = []() { return true; };
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Add(name, always_available, instantiate);
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}
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template <typename DT>
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void Add(const std::string_view name) {
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Add(name, DT::IsAvailable, [](Args... args) {
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return std::make_unique<DT>(std::forward<Args>(args)...);
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});
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}
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std::unique_ptr<T> Create(const std::string_view name, Args... args) {
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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return (*it).instantiate(std::forward<Args>(args)...);
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}
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return nullptr;
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (!instance) continue;
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return instance;
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}
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return nullptr;
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}
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}
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std::vector<std::unique_ptr<T>> CreateAll(const std::string_view name,
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Args... args) {
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std::vector<std::unique_ptr<T>> instances;
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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auto instance = (*it).instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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}
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return instances;
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}
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};
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class DebugWindowClosedListener final : public xe::ui::WindowListener {
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public:
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explicit DebugWindowClosedListener(EmulatorApp& emulator_app)
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: emulator_app_(emulator_app) {}
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void OnClosing(xe::ui::UIEvent& e) override;
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private:
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EmulatorApp& emulator_app_;
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};
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explicit EmulatorApp(xe::ui::WindowedAppContext& app_context);
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static std::unique_ptr<apu::AudioSystem> CreateAudioSystem(
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cpu::Processor* processor);
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static std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem();
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static std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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ui::Window* window);
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void EmulatorThread();
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void ShutdownEmulatorThreadFromUIThread();
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DebugWindowClosedListener debug_window_closed_listener_;
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std::unique_ptr<Emulator> emulator_;
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std::unique_ptr<EmulatorWindow> emulator_window_;
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// Created on demand, used by the emulator.
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std::unique_ptr<xe::debug::ui::DebugWindow> debug_window_;
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// Refreshing the emulator - placed after its dependencies.
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std::atomic<bool> emulator_thread_quit_requested_;
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std::unique_ptr<xe::threading::Event> emulator_thread_event_;
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std::thread emulator_thread_;
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};
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void EmulatorApp::DebugWindowClosedListener::OnClosing(xe::ui::UIEvent& e) {
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EmulatorApp* emulator_app = &emulator_app_;
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emulator_app->emulator_->processor()->set_debug_listener(nullptr);
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emulator_app->debug_window_.reset();
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}
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EmulatorApp::EmulatorApp(xe::ui::WindowedAppContext& app_context)
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: xe::ui::WindowedApp(app_context, "xenia", "[Path to .iso/.xex]"),
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debug_window_closed_listener_(*this) {
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AddPositionalOption("target");
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}
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EmulatorApp::~EmulatorApp() {
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// Should be shut down from OnDestroy if OnInitialize has ever been done, but
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// for the most safety as a running thread may be destroyed only after
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// joining.
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ShutdownEmulatorThreadFromUIThread();
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}
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std::unique_ptr<apu::AudioSystem> EmulatorApp::CreateAudioSystem(
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cpu::Processor* processor) {
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Factory<apu::AudioSystem, cpu::Processor*> factory;
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#if XE_PLATFORM_WIN32
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factory.Add<apu::xaudio2::XAudio2AudioSystem>("xaudio2");
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#endif // XE_PLATFORM_WIN32
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#if !XE_PLATFORM_ANDROID
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factory.Add<apu::sdl::SDLAudioSystem>("sdl");
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#endif // !XE_PLATFORM_ANDROID
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factory.Add<apu::nop::NopAudioSystem>("nop");
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return factory.Create(cvars::apu, processor);
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}
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std::unique_ptr<gpu::GraphicsSystem> EmulatorApp::CreateGraphicsSystem() {
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// While Vulkan is supported by a large variety of operating systems (Windows,
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// GNU/Linux, Android, also via the MoltenVK translation layer on top of Metal
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// on macOS and iOS), please don't remove platform-specific GPU backends from
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// Xenia.
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//
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// Regardless of the operating system, having multiple options provides more
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// stability to users. In case of driver issues, users may try switching
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// between the available backends. For example, in June 2022, on Nvidia Ampere
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// (RTX 30xx), Xenia had synchronization issues that resulted in flickering,
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// most prominently in 4D5307E6, on Direct3D 12 - but the same issue was not
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// reproducible in the Vulkan backend, however, it used ImageSampleExplicitLod
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// with explicit gradients for cubemaps, which triggered a different driver
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// bug on Nvidia (every 1 out of 2x2 pixels receiving junk).
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//
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// Specifically on Microsoft platforms, there are a few reasons why supporting
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// Direct3D 12 is desirable rather than limiting Xenia to Vulkan only:
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// - Wider hardware support for Direct3D 12 on x86 Windows desktops.
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// Direct3D 12 requires the minimum of Nvidia Fermi, or, with a pre-2021
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// driver version, Intel HD Graphics 4200. Vulkan, however, is supported
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// only starting with Nvidia Kepler and a much more recent Intel UHD
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// Graphics generation.
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// - Wider hardware support on other kinds of Microsoft devices. The Xbox One
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// and the Xbox Series X|S only support Direct3D as the GPU API in their UWP
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// runtime, and only version 12 can be granted expanded resource access.
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// Qualcomm, as of June 2022, also doesn't provide a Vulkan implementation
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// for their Arm-based Windows devices, while Direct3D 12 is available.
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// - Both older Intel GPUs and the Xbox One apparently, as well as earlier
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// Windows 10 versions, also require Shader Model 5.1 DXBC shaders rather
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// than Shader Model 6 DXIL ones, so a DXBC shader translator should be
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// available in Xenia too, a DXIL one doesn't fully replace it.
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// - As of June 2022, AMD also refuses to implement the
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// VK_EXT_fragment_shader_interlock Vulkan extension in their drivers, as
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// well as its OpenGL counterpart, which is heavily utilized for accurate
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// support of Xenos render target formats that don't have PC equivalents
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// (8_8_8_8_GAMMA, 2_10_10_10_FLOAT, 16_16 and 16_16_16_16 with -32 to 32
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// range, D24FS8) with correct blending. Direct3D 12, however, requires
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// support for similar functionality (rasterizer-ordered views) on the
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// feature level 12_1, and the AMD driver implements it on Direct3D, as well
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// as raster order groups in their Metal driver.
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//
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// Additionally, different host GPU APIs receive feature support at different
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// paces. VK_EXT_fragment_shader_interlock first appeared in 2019, for
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// instance, while Xenia had been taking advantage of rasterizer-ordered views
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// on Direct3D 12 for over half a year at that point (they have existed in
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// Direct3D 12 since the first version).
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//
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// MoltenVK on top Metal also has its flaws and limitations. Metal, for
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// instance, as of June 2022, doesn't provide a switch for primitive restart,
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// while Vulkan does - so MoltenVK is not completely transparent to Xenia,
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// many of its issues that may be not very obvious (unlike when the Metal API
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// is used directly) should be taken into account in Xenia. Also, as of June
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// 2022, MoltenVK translates SPIR-V shaders into the C++-based Metal Shading
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// Language rather than AIR directly, which likely massively increases
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// pipeline object creation time - and Xenia translates shaders and creates
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// pipelines when they're first actually used for a draw command by the game,
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// thus it can't precompile anything that hasn't ever been encountered before
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// there's already no time to waste.
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//
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// Very old hardware (Direct3D 10 level) is also not supported by most Vulkan
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// drivers. However, in the future, Xenia may be ported to it using the
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// Direct3D 11 API with the feature level 10_1 or 10_0. OpenGL, however, had
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// been lagging behind Direct3D prior to versions 4.x, and didn't receive
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// compute shaders until a 4.2 extension (while 4.2 already corresponds
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// roughly to Direct3D 11 features) - and replacing Xenia compute shaders with
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// transform feedback / stream output is not always trivial (in particular,
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// will need to rely on GL_ARB_transform_feedback3 for skipping over memory
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// locations that shouldn't be overwritten).
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//
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// For maintainability, as much implementation code as possible should be
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// placed in `xe::gpu` and shared between the backends rather than duplicated
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// between them.
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Factory<gpu::GraphicsSystem> factory;
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#if XE_PLATFORM_WIN32
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factory.Add<gpu::d3d12::D3D12GraphicsSystem>("d3d12");
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#endif // XE_PLATFORM_WIN32
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factory.Add<gpu::vulkan::VulkanGraphicsSystem>("vulkan");
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factory.Add<gpu::null::NullGraphicsSystem>("null");
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return factory.Create(cvars::gpu);
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}
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std::vector<std::unique_ptr<hid::InputDriver>> EmulatorApp::CreateInputDrivers(
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ui::Window* window) {
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std::vector<std::unique_ptr<hid::InputDriver>> drivers;
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if (cvars::hid.compare("nop") == 0) {
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drivers.emplace_back(
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xe::hid::nop::Create(window, EmulatorWindow::kZOrderHidInput));
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} else {
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Factory<hid::InputDriver, ui::Window*, size_t> factory;
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#if XE_PLATFORM_WIN32
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factory.Add("xinput", xe::hid::xinput::Create);
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#endif // XE_PLATFORM_WIN32
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#if !XE_PLATFORM_ANDROID
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factory.Add("sdl", xe::hid::sdl::Create);
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#endif // !XE_PLATFORM_ANDROID
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#if XE_PLATFORM_WIN32
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// WinKey input driver should always be the last input driver added!
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factory.Add("winkey", xe::hid::winkey::Create);
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#endif // XE_PLATFORM_WIN32
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for (auto& driver : factory.CreateAll(cvars::hid, window,
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EmulatorWindow::kZOrderHidInput)) {
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if (XSUCCEEDED(driver->Setup())) {
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drivers.emplace_back(std::move(driver));
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}
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}
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if (drivers.empty()) {
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// Fallback to nop if none created.
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drivers.emplace_back(
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xe::hid::nop::Create(window, EmulatorWindow::kZOrderHidInput));
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}
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}
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return drivers;
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}
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bool EmulatorApp::OnInitialize() {
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#if XE_ARCH_AMD64 == 1
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amd64::InitFeatureFlags();
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#endif
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Profiler::Initialize();
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Profiler::ThreadEnter("Main");
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// Figure out where internal files and content should go.
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std::filesystem::path storage_root = cvars::storage_root;
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if (storage_root.empty()) {
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storage_root = xe::filesystem::GetExecutableFolder();
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if (!cvars::portable &&
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!std::filesystem::exists(storage_root / "portable.txt")) {
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storage_root = xe::filesystem::GetUserFolder();
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#if defined(XE_PLATFORM_WIN32) || defined(XE_PLATFORM_GNU_LINUX)
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storage_root = storage_root / "Xenia";
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#else
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// TODO(Triang3l): Point to the app's external storage "files" directory
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// on Android.
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#warning Unhandled platform for the data root.
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storage_root = storage_root / "Xenia";
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#endif
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}
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}
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storage_root = std::filesystem::absolute(storage_root);
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XELOGI("Storage root: {}", storage_root);
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config::SetupConfig(storage_root);
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std::filesystem::path content_root = cvars::content_root;
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if (content_root.empty()) {
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content_root = storage_root / "content";
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} else {
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// If content root isn't an absolute path, then it should be relative to the
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// storage root.
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if (!content_root.is_absolute()) {
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content_root = storage_root / content_root;
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}
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}
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content_root = std::filesystem::absolute(content_root);
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XELOGI("Content root: {}", content_root);
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std::filesystem::path cache_root = cvars::cache_root;
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if (cache_root.empty()) {
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cache_root = storage_root / "cache_host";
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// TODO(Triang3l): Point to the app's external storage "cache" directory on
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// Android.
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} else {
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// If content root isn't an absolute path, then it should be relative to the
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// storage root.
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if (!cache_root.is_absolute()) {
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cache_root = storage_root / cache_root;
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}
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}
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cache_root = std::filesystem::absolute(cache_root);
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XELOGI("Host cache root: {}", cache_root);
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if (cvars::discord) {
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discord::DiscordPresence::Initialize();
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discord::DiscordPresence::NotPlaying();
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}
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// Create the emulator but don't initialize so we can setup the window.
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emulator_ =
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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);
|