// Copyright (C) 2012 PPSSPP Project // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "ppsspp_config.h" #ifdef _WIN32 #pragma warning(disable:4091) #include "Common/CommonWindows.h" #include #include #include #if !PPSSPP_PLATFORM(UWP) #include "Windows/W32Util/ShellUtil.h" #endif #endif #include #include #include #include "Common/System/System.h" #include "Common/Math/math_util.h" #include "Common/Thread/ThreadUtil.h" #include "Common/Data/Encoding/Utf8.h" #include "Common/File/FileUtil.h" #include "Common/TimeUtil.h" #include "Common/GraphicsContext.h" #include "Core/MemFault.h" #include "Core/HDRemaster.h" #include "Core/MIPS/MIPS.h" #include "Core/MIPS/MIPSAnalyst.h" #include "Core/MIPS/MIPSVFPUUtils.h" #include "Core/Debugger/SymbolMap.h" #include "Core/Host.h" #include "Core/System.h" #include "Core/HLE/HLE.h" #include "Core/HLE/Plugins.h" #include "Core/HLE/ReplaceTables.h" #include "Core/HLE/sceKernel.h" #include "Core/HLE/sceKernelMemory.h" #include "Core/HLE/sceAudio.h" #include "Core/Config.h" #include "Core/Core.h" #include "Core/CoreTiming.h" #include "Core/CoreParameter.h" #include "Core/FileLoaders/RamCachingFileLoader.h" #include "Core/FileSystems/MetaFileSystem.h" #include "Core/Loaders.h" #include "Core/PSPLoaders.h" #include "Core/ELF/ParamSFO.h" #include "Core/SaveState.h" #include "Common/LogManager.h" #include "Common/ExceptionHandlerSetup.h" #include "Core/HLE/sceAudiocodec.h" #include "GPU/GPUState.h" #include "GPU/GPUInterface.h" #include "GPU/Debugger/RecordFormat.h" enum CPUThreadState { CPU_THREAD_NOT_RUNNING, CPU_THREAD_PENDING, CPU_THREAD_STARTING, CPU_THREAD_RUNNING, CPU_THREAD_SHUTDOWN, CPU_THREAD_QUIT, CPU_THREAD_EXECUTE, CPU_THREAD_RESUME, }; MetaFileSystem pspFileSystem; ParamSFOData g_paramSFO; static GlobalUIState globalUIState; static CoreParameter coreParameter; static FileLoader *loadedFile; // For background loading thread. static std::mutex loadingLock; // For loadingReason updates. static std::mutex loadingReasonLock; static std::string loadingReason; bool audioInitialized; bool coreCollectDebugStats = false; bool coreCollectDebugStatsForced = false; // This can be read and written from ANYWHERE. volatile CoreState coreState = CORE_STEPPING; // If true, core state has been changed, but JIT has probably not noticed yet. volatile bool coreStatePending = false; static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING; static GPUBackend gpuBackend; static std::string gpuBackendDevice; // Ugly! static volatile bool pspIsInited = false; static volatile bool pspIsIniting = false; static volatile bool pspIsQuitting = false; void ResetUIState() { globalUIState = UISTATE_MENU; } void UpdateUIState(GlobalUIState newState) { // Never leave the EXIT state. if (globalUIState != newState && globalUIState != UISTATE_EXIT) { globalUIState = newState; if (host) host->UpdateDisassembly(); const char *state = nullptr; switch (globalUIState) { case UISTATE_EXIT: state = "exit"; break; case UISTATE_INGAME: state = "ingame"; break; case UISTATE_MENU: state = "menu"; break; case UISTATE_PAUSEMENU: state = "pausemenu"; break; } if (state) { System_SendMessage("uistate", state); } } } GlobalUIState GetUIState() { return globalUIState; } void SetGPUBackend(GPUBackend type, const std::string &device) { gpuBackend = type; gpuBackendDevice = device; } GPUBackend GetGPUBackend() { return gpuBackend; } std::string GetGPUBackendDevice() { return gpuBackendDevice; } bool IsAudioInitialised() { return audioInitialized; } void Audio_Init() { if (!audioInitialized) { audioInitialized = true; host->InitSound(); } } void Audio_Shutdown() { if (audioInitialized) { audioInitialized = false; host->ShutdownSound(); } } bool CPU_IsReady() { if (coreState == CORE_POWERUP) return false; return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING; } bool CPU_IsShutdown() { return cpuThreadState == CPU_THREAD_NOT_RUNNING; } bool CPU_HasPendingAction() { return cpuThreadState != CPU_THREAD_RUNNING; } void CPU_Shutdown(); bool DiscIDFromGEDumpPath(const std::string &path, FileLoader *fileLoader, std::string *id) { using namespace GPURecord; // For newer files, it's stored in the dump. Header header; if (fileLoader->ReadAt(0, sizeof(header), &header) == sizeof(header)) { const bool magicMatch = memcmp(header.magic, HEADER_MAGIC, sizeof(header.magic)) == 0; if (magicMatch && header.version <= VERSION && header.version >= 4) { size_t gameIDLength = strnlen(header.gameID, sizeof(header.gameID)); if (gameIDLength != 0) { *id = std::string(header.gameID, gameIDLength); return true; } } } // Fall back to using the filename. std::string filename = File::GetFilename(path); // Could be more discerning, but hey.. if (filename.size() > 10 && filename[0] == 'U' && filename[9] == '_') { *id = filename.substr(0, 9); return true; } else { return false; } } bool CPU_Init() { coreState = CORE_POWERUP; currentMIPS = &mipsr4k; g_symbolMap = new SymbolMap(); // Default memory settings // Seems to be the safest place currently.. Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default g_RemasterMode = false; g_DoubleTextureCoordinates = false; Memory::g_PSPModel = g_Config.iPSPModel; std::string filename = coreParameter.fileToStart; loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename)); #if PPSSPP_ARCH(AMD64) if (g_Config.bCacheFullIsoInRam) { loadedFile = new RamCachingFileLoader(loadedFile); } #endif IdentifiedFileType type = Identify_File(loadedFile); // TODO: Put this somewhere better? if (!coreParameter.mountIso.empty()) { coreParameter.mountIsoLoader = ConstructFileLoader(coreParameter.mountIso); } MIPSAnalyst::Reset(); Replacement_Init(); bool allowPlugins = true; std::string geDumpDiscID; switch (type) { case IdentifiedFileType::PSP_ISO: case IdentifiedFileType::PSP_ISO_NP: case IdentifiedFileType::PSP_DISC_DIRECTORY: InitMemoryForGameISO(loadedFile); break; case IdentifiedFileType::PSP_PBP: case IdentifiedFileType::PSP_PBP_DIRECTORY: // This is normal for homebrew. // ERROR_LOG(LOADER, "PBP directory resolution failed."); InitMemoryForGamePBP(loadedFile); break; case IdentifiedFileType::PSP_ELF: if (Memory::g_PSPModel != PSP_MODEL_FAT) { INFO_LOG(LOADER, "ELF, using full PSP-2000 memory access"); Memory::g_MemorySize = Memory::RAM_DOUBLE_SIZE; } break; case IdentifiedFileType::PPSSPP_GE_DUMP: // Try to grab the disc ID from the filenameor GE dump. if (DiscIDFromGEDumpPath(filename, loadedFile, &geDumpDiscID)) { // Store in SFO, otherwise it'll generate a fake disc ID. g_paramSFO.SetValue("DISC_ID", geDumpDiscID, 16); } allowPlugins = false; break; default: break; } // Here we have read the PARAM.SFO, let's see if we need any compatibility overrides. // Homebrew usually has an empty discID, and even if they do have a disc id, it's not // likely to collide with any commercial ones. coreParameter.compat.Load(g_paramSFO.GetDiscID()); InitVFPUSinCos(); if (allowPlugins) HLEPlugins::Init(); if (!Memory::Init()) { // We're screwed. return false; } mipsr4k.Reset(); host->AttemptLoadSymbolMap(); if (coreParameter.enableSound) { Audio_Init(); } CoreTiming::Init(); // Init all the HLE modules HLEInit(); // TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly // If they shut down early, we'll catch it when load completes. // Note: this may return before init is complete, which is checked if CPU_IsReady(). if (!LoadFile(&loadedFile, &coreParameter.errorString)) { CPU_Shutdown(); coreParameter.fileToStart.clear(); return false; } if (coreParameter.updateRecent) { g_Config.AddRecent(filename); } InstallExceptionHandler(&Memory::HandleFault); return true; } PSP_LoadingLock::PSP_LoadingLock() { loadingLock.lock(); } PSP_LoadingLock::~PSP_LoadingLock() { loadingLock.unlock(); } void CPU_Shutdown() { UninstallExceptionHandler(); // Since we load on a background thread, wait for startup to complete. PSP_LoadingLock lock; PSPLoaders_Shutdown(); if (g_Config.bAutoSaveSymbolMap) { host->SaveSymbolMap(); } Replacement_Shutdown(); CoreTiming::Shutdown(); __KernelShutdown(); HLEShutdown(); if (coreParameter.enableSound) { Audio_Shutdown(); } pspFileSystem.Shutdown(); mipsr4k.Shutdown(); Memory::Shutdown(); HLEPlugins::Shutdown(); delete loadedFile; loadedFile = nullptr; delete coreParameter.mountIsoLoader; delete g_symbolMap; g_symbolMap = nullptr; coreParameter.mountIsoLoader = nullptr; } // TODO: Maybe loadedFile doesn't even belong here... void UpdateLoadedFile(FileLoader *fileLoader) { delete loadedFile; loadedFile = fileLoader; } void Core_UpdateState(CoreState newState) { if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING) coreStatePending = true; coreState = newState; Core_UpdateSingleStep(); } void Core_UpdateDebugStats(bool collectStats) { if (coreCollectDebugStats != collectStats) { coreCollectDebugStats = collectStats; mipsr4k.ClearJitCache(); } kernelStats.ResetFrame(); gpuStats.ResetFrame(); } bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) { if (pspIsIniting || pspIsQuitting) { return false; } #if defined(_WIN32) && PPSSPP_ARCH(AMD64) INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION); #elif defined(_WIN32) && !PPSSPP_ARCH(AMD64) INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION); #else INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION); #endif Core_NotifyLifecycle(CoreLifecycle::STARTING); GraphicsContext *temp = coreParameter.graphicsContext; coreParameter = coreParam; if (coreParameter.graphicsContext == nullptr) { coreParameter.graphicsContext = temp; } coreParameter.errorString = ""; pspIsIniting = true; PSP_SetLoading("Loading game..."); if (!CPU_Init()) { *error_string = coreParameter.errorString; if (error_string->empty()) { *error_string = "Failed initializing CPU/Memory"; } pspIsIniting = false; return false; } // Compat flags get loaded in CPU_Init (which is a bit of a misnomer) so we check for SW renderer here. if (g_Config.bSoftwareRendering || PSP_CoreParameter().compat.flags().ForceSoftwareRenderer) { coreParameter.gpuCore = GPUCORE_SOFTWARE; } *error_string = coreParameter.errorString; bool success = !coreParameter.fileToStart.empty(); if (!success) { Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE); pspIsIniting = false; } return success; } bool PSP_InitUpdate(std::string *error_string) { if (pspIsInited || !pspIsIniting) { return true; } if (!CPU_IsReady()) { return false; } bool success = !coreParameter.fileToStart.empty(); *error_string = coreParameter.errorString; if (success && gpu == nullptr) { PSP_SetLoading("Starting graphics..."); Draw::DrawContext *draw = coreParameter.graphicsContext ? coreParameter.graphicsContext->GetDrawContext() : nullptr; success = GPU_Init(coreParameter.graphicsContext, draw); if (!success) { *error_string = "Unable to initialize rendering engine."; } } if (!success) { PSP_Shutdown(); return true; } pspIsInited = GPU_IsReady(); pspIsIniting = !pspIsInited; if (pspIsInited) { Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE); } return pspIsInited; } bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) { PSP_InitStart(coreParam, error_string); while (!PSP_InitUpdate(error_string)) sleep_ms(10); return pspIsInited; } bool PSP_IsIniting() { return pspIsIniting; } bool PSP_IsInited() { return pspIsInited && !pspIsQuitting; } bool PSP_IsQuitting() { return pspIsQuitting; } void PSP_Shutdown() { // Do nothing if we never inited. if (!pspIsInited && !pspIsIniting && !pspIsQuitting) { return; } // Make sure things know right away that PSP memory, etc. is going away. pspIsQuitting = true; if (coreState == CORE_RUNNING) Core_Stop(); #ifndef MOBILE_DEVICE if (g_Config.bFuncHashMap) { MIPSAnalyst::StoreHashMap(); } #endif if (pspIsIniting) Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE); Core_NotifyLifecycle(CoreLifecycle::STOPPING); CPU_Shutdown(); GPU_Shutdown(); g_paramSFO.Clear(); host->SetWindowTitle(0); currentMIPS = 0; pspIsInited = false; pspIsIniting = false; pspIsQuitting = false; g_Config.unloadGameConfig(); Core_NotifyLifecycle(CoreLifecycle::STOPPED); } void PSP_BeginHostFrame() { // Reapply the graphics state of the PSP if (gpu) { gpu->BeginHostFrame(); } } void PSP_EndHostFrame() { if (gpu) { gpu->EndHostFrame(); } SaveState::Cleanup(); } void PSP_RunLoopWhileState() { // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely. // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully... int blockTicks = usToCycles(1000000 / 10); // Run until CORE_NEXTFRAME while (coreState == CORE_RUNNING || coreState == CORE_STEPPING) { PSP_RunLoopFor(blockTicks); if (coreState == CORE_STEPPING) { // Keep the UI responsive. break; } } } void PSP_RunLoopUntil(u64 globalticks) { SaveState::Process(); if (coreState == CORE_POWERDOWN || coreState == CORE_BOOT_ERROR || coreState == CORE_RUNTIME_ERROR) { return; } else if (coreState == CORE_STEPPING) { Core_ProcessStepping(); return; } mipsr4k.RunLoopUntil(globalticks); gpu->CleanupBeforeUI(); } void PSP_RunLoopFor(int cycles) { PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles); } void PSP_SetLoading(const std::string &reason) { std::lock_guard guard(loadingReasonLock); loadingReason = reason; } std::string PSP_GetLoading() { std::lock_guard guard(loadingReasonLock); return loadingReason; } CoreParameter &PSP_CoreParameter() { return coreParameter; } std::string GetSysDirectory(PSPDirectories directoryType) { switch (directoryType) { case DIRECTORY_CHEATS: return g_Config.memStickDirectory + "PSP/Cheats/"; case DIRECTORY_GAME: return g_Config.memStickDirectory + "PSP/GAME/"; case DIRECTORY_SAVEDATA: return g_Config.memStickDirectory + "PSP/SAVEDATA/"; case DIRECTORY_SCREENSHOT: return g_Config.memStickDirectory + "PSP/SCREENSHOT/"; case DIRECTORY_SYSTEM: return g_Config.memStickDirectory + "PSP/SYSTEM/"; case DIRECTORY_PAUTH: return g_Config.memStickDirectory + "PAUTH/"; case DIRECTORY_DUMP: return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/"; case DIRECTORY_SAVESTATE: return g_Config.memStickDirectory + "PSP/PPSSPP_STATE/"; case DIRECTORY_CACHE: return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/"; case DIRECTORY_TEXTURES: return g_Config.memStickDirectory + "PSP/TEXTURES/"; case DIRECTORY_PLUGINS: return g_Config.memStickDirectory + "PSP/PLUGINS/"; case DIRECTORY_APP_CACHE: if (!g_Config.appCacheDirectory.empty()) { return g_Config.appCacheDirectory; } return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/"; case DIRECTORY_VIDEO: return g_Config.memStickDirectory + "PSP/VIDEO/"; case DIRECTORY_AUDIO: return g_Config.memStickDirectory + "PSP/AUDIO/"; case DIRECTORY_MEMSTICK_ROOT: return g_Config.memStickDirectory; // Just return the memory stick root if we run into some sort of problem. default: ERROR_LOG(FILESYS, "Unknown directory type."); return g_Config.memStickDirectory; } } #if defined(_WIN32) // Run this at startup time. Please use GetSysDirectory if you need to query where folders are. void InitSysDirectories() { if (!g_Config.memStickDirectory.empty() && !g_Config.flash0Directory.empty()) return; const std::string path = File::GetExeDirectory(); // Mount a filesystem g_Config.flash0Directory = path + "assets/flash0/"; // Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder. #if PPSSPP_PLATFORM(UWP) // We set g_Config.memStickDirectory outside. #else // Caller sets this to the Documents folder. const std::string rootMyDocsPath = g_Config.internalDataDirectory; const std::string myDocsPath = rootMyDocsPath + "/PPSSPP/"; const std::string installedFile = path + "installed.txt"; const bool installed = File::Exists(installedFile); // If installed.txt exists(and we can determine the Documents directory) if (installed && rootMyDocsPath.size() > 0) { FILE *fp = File::OpenCFile(installedFile, "rt"); if (fp) { char temp[2048]; char *tempStr = fgets(temp, sizeof(temp), fp); // Skip UTF-8 encoding bytes if there are any. There are 3 of them. if (tempStr && strncmp(tempStr, "\xEF\xBB\xBF", 3) == 0) { tempStr += 3; } std::string tempString = tempStr ? tempStr : ""; if (!tempString.empty() && tempString.back() == '\n') tempString.resize(tempString.size() - 1); g_Config.memStickDirectory = tempString; fclose(fp); } // Check if the file is empty first, before appending the slash. if (g_Config.memStickDirectory.empty()) g_Config.memStickDirectory = myDocsPath; size_t lastSlash = g_Config.memStickDirectory.find_last_of("/"); if (lastSlash != (g_Config.memStickDirectory.length() - 1)) g_Config.memStickDirectory.append("/"); } else { g_Config.memStickDirectory = path + "memstick/"; } // Create the memstickpath before trying to write to it, and fall back on Documents yet again // if we can't make it. if (!File::Exists(g_Config.memStickDirectory)) { if (!File::CreateDir(g_Config.memStickDirectory)) g_Config.memStickDirectory = myDocsPath; INFO_LOG(COMMON, "Memstick directory not present, creating at '%s'", g_Config.memStickDirectory.c_str()); } const std::string testFile = g_Config.memStickDirectory + "_writable_test.$$$"; // If any directory is read-only, fall back to the Documents directory. // We're screwed anyway if we can't write to Documents, or can't detect it. if (!File::CreateEmptyFile(testFile)) g_Config.memStickDirectory = myDocsPath; // Clean up our mess. if (File::Exists(testFile)) File::Delete(testFile); #endif // Create the default directories that a real PSP creates. Good for homebrew so they can // expect a standard environment. Skipping THEME though, that's pointless. File::CreateDir(g_Config.memStickDirectory + "PSP"); File::CreateDir(g_Config.memStickDirectory + "PSP/COMMON"); File::CreateDir(GetSysDirectory(DIRECTORY_GAME)); File::CreateDir(GetSysDirectory(DIRECTORY_SAVEDATA)); File::CreateDir(GetSysDirectory(DIRECTORY_SAVESTATE)); if (g_Config.currentDirectory.empty()) { g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME); } } #endif