xenia-canary/src/xenia/emulator.h

196 lines
6.3 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_EMULATOR_H_
#define XENIA_EMULATOR_H_
#include <functional>
#include <string>
#include "xenia/base/delegate.h"
#include "xenia/base/exception_handler.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/memory.h"
#include "xenia/vfs/virtual_file_system.h"
#include "xenia/xbox.h"
namespace xe {
namespace apu {
class AudioSystem;
} // namespace apu
namespace cpu {
class ExportResolver;
class Processor;
class ThreadState;
} // namespace cpu
namespace gpu {
class GraphicsSystem;
} // namespace gpu
namespace hid {
class InputDriver;
class InputSystem;
} // namespace hid
namespace ui {
class Window;
} // namespace ui
} // namespace xe
namespace xe {
// The main type that runs the whole emulator.
// This is responsible for initializing and managing all the various subsystems.
class Emulator {
public:
explicit Emulator(const std::filesystem::path& command_line,
const std::filesystem::path& storage_root,
const std::filesystem::path& content_root);
~Emulator();
// Full command line used when launching the process.
const std::filesystem::path& command_line() const { return command_line_; }
// Folder persistent internal emulator data is stored in.
const std::filesystem::path& storage_root() const { return storage_root_; }
// Folder guest content is stored in.
const std::filesystem::path& content_root() const { return content_root_; }
// Title of the game in the default language.
const std::string& game_title() const { return game_title_; }
// Currently running title ID
uint32_t title_id() const { return title_id_; }
// Are we currently running a title?
bool is_title_open() const { return title_id_ != 0; }
// Window used for displaying graphical output.
ui::Window* display_window() const { return display_window_; }
// Guest memory system modelling the RAM (both virtual and physical) of the
// system.
Memory* memory() const { return memory_.get(); }
// Virtualized processor that can execute PPC code.
cpu::Processor* processor() const { return processor_.get(); }
// Audio hardware emulation for decoding and playback.
apu::AudioSystem* audio_system() const { return audio_system_.get(); }
// GPU emulation for command list processing.
gpu::GraphicsSystem* graphics_system() const {
return graphics_system_.get();
}
// Human-interface Device (HID) adapters for controllers.
hid::InputSystem* input_system() const { return input_system_.get(); }
// Kernel function export table used to resolve exports when JITing code.
cpu::ExportResolver* export_resolver() const {
return export_resolver_.get();
}
// File systems mapped to disc images, folders, etc for games and save data.
vfs::VirtualFileSystem* file_system() const { return file_system_.get(); }
// The 'kernel', tracking all kernel objects and other state.
// This is effectively the guest operating system.
kernel::KernelState* kernel_state() const { return kernel_state_.get(); }
// Initializes the emulator and configures all components.
// The given window is used for display and the provided functions are used
// to create subsystems as required.
// Once this function returns a game can be launched using one of the Launch
// functions.
X_STATUS Setup(
ui::Window* display_window,
std::function<std::unique_ptr<apu::AudioSystem>(cpu::Processor*)>
audio_system_factory,
std::function<std::unique_ptr<gpu::GraphicsSystem>()>
graphics_system_factory,
std::function<std::vector<std::unique_ptr<hid::InputDriver>>(ui::Window*)>
input_driver_factory);
// Terminates the currently running title.
X_STATUS TerminateTitle();
// Launches a game from the given file path.
// This will attempt to infer the type of the given file (such as an iso, etc)
// using heuristics.
X_STATUS LaunchPath(const std::filesystem::path& path);
// Launches a game from a .xex file by mounting the containing folder as if it
// was an extracted STFS container.
X_STATUS LaunchXexFile(const std::filesystem::path& path);
// Launches a game from a disc image file (.iso, etc).
X_STATUS LaunchDiscImage(const std::filesystem::path& path);
// Launches a game from an STFS container file.
X_STATUS LaunchStfsContainer(const std::filesystem::path& path);
void Pause();
void Resume();
bool is_paused() const { return paused_; }
bool SaveToFile(const std::filesystem::path& path);
bool RestoreFromFile(const std::filesystem::path& path);
// The game can request another title to be loaded.
bool TitleRequested();
void LaunchNextTitle();
void WaitUntilExit();
public:
xe::Delegate<uint32_t, const std::string_view> on_launch;
xe::Delegate<bool> on_shader_storage_initialization;
xe::Delegate<> on_terminate;
xe::Delegate<> on_exit;
private:
static bool ExceptionCallbackThunk(Exception* ex, void* data);
bool ExceptionCallback(Exception* ex);
std::string FindLaunchModule();
X_STATUS CompleteLaunch(const std::filesystem::path& path,
const std::string_view module_path);
std::filesystem::path command_line_;
std::filesystem::path storage_root_;
std::filesystem::path content_root_;
std::string game_title_;
ui::Window* display_window_;
std::unique_ptr<Memory> memory_;
std::unique_ptr<cpu::Processor> processor_;
std::unique_ptr<apu::AudioSystem> audio_system_;
std::unique_ptr<gpu::GraphicsSystem> graphics_system_;
std::unique_ptr<hid::InputSystem> input_system_;
std::unique_ptr<cpu::ExportResolver> export_resolver_;
std::unique_ptr<vfs::VirtualFileSystem> file_system_;
std::unique_ptr<kernel::KernelState> kernel_state_;
kernel::object_ref<kernel::XThread> main_thread_;
uint32_t title_id_; // Currently running title ID
bool paused_;
bool restoring_;
threading::Fence restore_fence_; // Fired on restore finish.
};
} // namespace xe
#endif // XENIA_EMULATOR_H_