// 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/System/Request.h" #include "Common/File/Path.h" #include "Common/File/FileUtil.h" #include "Common/File/DirListing.h" #include "Common/Math/math_util.h" #include "Common/Thread/ThreadUtil.h" #include "Common/Data/Encoding/Utf8.h" #include "Common/TimeUtil.h" #include "Common/GraphicsContext.h" #include "Core/RetroAchievements.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/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" #include "Core/RetroAchievements.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; CoreParameter g_CoreParameter; static FileLoader *g_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; static int coreCollectDebugStatsCounter = 0; // 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; static volatile bool pspIsRebooting = false; void ResetUIState() { globalUIState = UISTATE_MENU; } void UpdateUIState(GlobalUIState newState) { // Never leave the EXIT state. if (globalUIState != newState && globalUIState != UISTATE_EXIT) { globalUIState = newState; System_Notify(SystemNotification::DISASSEMBLY); 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; case UISTATE_EXCEPTION: state = "exception"; break; } if (state) { System_NotifyUIState(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 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(); static Path SymbolMapFilename(const Path ¤tFilename, const char *ext) { File::FileInfo info{}; // can't fail, definitely exists if it gets this far File::GetFileInfo(currentFilename, &info); if (info.isDirectory) { return currentFilename / (std::string(".ppsspp-symbols") + ext); } return currentFilename.WithReplacedExtension(ext); }; static bool LoadSymbolsIfSupported() { if (System_GetPropertyBool(SYSPROP_HAS_DEBUGGER)) { if (!g_symbolMap) return false; bool result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".ppmap")); // Load the old-style map file. if (!result1) result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".map")); bool result2 = g_symbolMap->LoadNocashSym(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".sym")); return result1 || result2; } else { g_symbolMap->Clear(); return true; } } static bool SaveSymbolMapIfSupported() { if (g_symbolMap) { return g_symbolMap->SaveSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart, ".ppmap")); } return false; } bool DiscIDFromGEDumpPath(const Path &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 = path.GetFilename(); // 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(std::string *errorString, FileLoader *loadedFile) { 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; Path filename = g_CoreParameter.fileToStart; IdentifiedFileType type = Identify_File(loadedFile, errorString); // TODO: Put this somewhere better? if (!g_CoreParameter.mountIso.empty()) { g_CoreParameter.mountIsoLoader = ConstructFileLoader(g_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: // Can we even get here? WARN_LOG(LOADER, "CPU_Init didn't recognize file. %s", errorString->c_str()); 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. g_CoreParameter.compat.Load(g_paramSFO.GetDiscID()); InitVFPU(); if (allowPlugins) HLEPlugins::Init(); if (!Memory::Init()) { // We're screwed. *errorString = "Memory init failed"; return false; } mipsr4k.Reset(); LoadSymbolsIfSupported(); 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(). g_loadedFile = loadedFile; if (!LoadFile(&loadedFile, &g_CoreParameter.errorString)) { CPU_Shutdown(); g_CoreParameter.fileToStart.clear(); return false; } if (g_CoreParameter.updateRecent) { g_Config.AddRecent(filename.ToString()); } 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) { SaveSymbolMapIfSupported(); } Replacement_Shutdown(); CoreTiming::Shutdown(); __KernelShutdown(); HLEShutdown(); pspFileSystem.Shutdown(); mipsr4k.Shutdown(); Memory::Shutdown(); HLEPlugins::Shutdown(); delete g_loadedFile; g_loadedFile = nullptr; delete g_CoreParameter.mountIsoLoader; delete g_symbolMap; g_symbolMap = nullptr; g_CoreParameter.mountIsoLoader = nullptr; } // TODO: Maybe loadedFile doesn't even belong here... void UpdateLoadedFile(FileLoader *fileLoader) { delete g_loadedFile; g_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) { bool newState = collectStats || coreCollectDebugStatsCounter > 0; if (coreCollectDebugStats != newState) { coreCollectDebugStats = newState; mipsr4k.ClearJitCache(); } if (!PSP_CoreParameter().frozen && !Core_IsStepping()) { kernelStats.ResetFrame(); gpuStats.ResetFrame(); } } void Core_ForceDebugStats(bool enable) { if (enable) { coreCollectDebugStatsCounter++; } else { coreCollectDebugStatsCounter--; } _assert_(coreCollectDebugStatsCounter >= 0); } bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) { if (pspIsIniting || pspIsQuitting) { return false; } if (!Achievements::IsReadyToStart()) { return false; } #if defined(_WIN32) && PPSSPP_ARCH(AMD64) NOTICE_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION); #elif defined(_WIN32) && !PPSSPP_ARCH(AMD64) NOTICE_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION); #else NOTICE_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION); #endif Core_NotifyLifecycle(CoreLifecycle::STARTING); GraphicsContext *temp = g_CoreParameter.graphicsContext; g_CoreParameter = coreParam; if (g_CoreParameter.graphicsContext == nullptr) { g_CoreParameter.graphicsContext = temp; } g_CoreParameter.errorString.clear(); pspIsIniting = true; PSP_SetLoading("Loading game..."); Path filename = g_CoreParameter.fileToStart; FileLoader *loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename)); #if PPSSPP_ARCH(AMD64) if (g_Config.bCacheFullIsoInRam) { loadedFile = new RamCachingFileLoader(loadedFile); } #endif if (g_Config.bAchievementsEnable) { // Need to re-identify after ResolveFileLoaderTarget - although in practice probably not, // but also, re-using the identification would require some plumbing, to be done later. std::string errorString; IdentifiedFileType type = Identify_File(loadedFile, &errorString); Achievements::SetGame(filename, type, loadedFile); } if (!CPU_Init(&g_CoreParameter.errorString, loadedFile)) { *error_string = g_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) { g_CoreParameter.gpuCore = GPUCORE_SOFTWARE; } *error_string = g_CoreParameter.errorString; bool success = !g_CoreParameter.fileToStart.empty(); if (!success) { Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE); pspIsRebooting = false; // In this case, we must call shutdown since the caller won't know to. // It must've partially started since CPU_Init returned true. PSP_Shutdown(); } return success; } bool PSP_InitUpdate(std::string *error_string) { if (pspIsInited || !pspIsIniting) { return true; } if (!CPU_IsReady()) { return false; } bool success = !g_CoreParameter.fileToStart.empty(); if (!g_CoreParameter.errorString.empty()) { *error_string = g_CoreParameter.errorString; } if (success && gpu == nullptr) { PSP_SetLoading("Starting graphics..."); Draw::DrawContext *draw = g_CoreParameter.graphicsContext ? g_CoreParameter.graphicsContext->GetDrawContext() : nullptr; success = GPU_Init(g_CoreParameter.graphicsContext, draw); if (!success) { *error_string = "Unable to initialize rendering engine."; } } if (!success) { pspIsRebooting = false; PSP_Shutdown(); return true; } pspIsInited = GPU_IsReady(); pspIsIniting = !pspIsInited; if (pspIsInited) { Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE); pspIsRebooting = false; // If GPU init failed during IsReady checks, bail. if (!GPU_IsStarted()) { *error_string = "Unable to initialize rendering engine."; pspIsRebooting = false; PSP_Shutdown(); return true; } } return pspIsInited; } bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) { if (!PSP_InitStart(coreParam, error_string)) return false; while (!PSP_InitUpdate(error_string)) sleep_ms(10); return pspIsInited; } bool PSP_IsIniting() { return pspIsIniting; } bool PSP_IsInited() { return pspIsInited && !pspIsQuitting && !pspIsRebooting; } bool PSP_IsRebooting() { return pspIsRebooting; } bool PSP_IsQuitting() { return pspIsQuitting; } void PSP_Shutdown() { Achievements::UnloadGame(); // 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 = !pspIsRebooting; 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(); System_SetWindowTitle(""); currentMIPS = 0; pspIsInited = false; pspIsIniting = false; pspIsQuitting = false; g_Config.unloadGameConfig(); Core_NotifyLifecycle(CoreLifecycle::STOPPED); } bool PSP_Reboot(std::string *error_string) { if (!pspIsInited || pspIsQuitting) return false; pspIsRebooting = true; Core_Stop(); Core_WaitInactive(); PSP_Shutdown(); std::string resetError; return PSP_Init(PSP_CoreParameter(), error_string); } 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); } 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; } Path GetSysDirectory(PSPDirectories directoryType) { const Path &memStickDirectory = g_Config.memStickDirectory; Path pspDirectory; if (!strcasecmp(memStickDirectory.GetFilename().c_str(), "PSP")) { // Let's strip this off, to easily allow choosing a root directory named "PSP" on Android. pspDirectory = memStickDirectory; } else { pspDirectory = memStickDirectory / "PSP"; } switch (directoryType) { case DIRECTORY_PSP: return pspDirectory; case DIRECTORY_CHEATS: return pspDirectory / "Cheats"; case DIRECTORY_GAME: return pspDirectory / "GAME"; case DIRECTORY_SAVEDATA: return pspDirectory / "SAVEDATA"; case DIRECTORY_SCREENSHOT: return pspDirectory / "SCREENSHOT"; case DIRECTORY_SYSTEM: return pspDirectory / "SYSTEM"; case DIRECTORY_PAUTH: return memStickDirectory / "PAUTH"; // This one's at the root... case DIRECTORY_EXDATA: return memStickDirectory / "EXDATA"; // This one's traditionally at the root... case DIRECTORY_DUMP: return pspDirectory / "SYSTEM/DUMP"; case DIRECTORY_SAVESTATE: return pspDirectory / "PPSSPP_STATE"; case DIRECTORY_CACHE: return pspDirectory / "SYSTEM/CACHE"; case DIRECTORY_TEXTURES: return pspDirectory / "TEXTURES"; case DIRECTORY_PLUGINS: return pspDirectory / "PLUGINS"; case DIRECTORY_APP_CACHE: if (!g_Config.appCacheDirectory.empty()) { return g_Config.appCacheDirectory; } return pspDirectory / "SYSTEM/CACHE"; case DIRECTORY_VIDEO: return pspDirectory / "VIDEO"; case DIRECTORY_AUDIO: return pspDirectory / "AUDIO"; case DIRECTORY_CUSTOM_SHADERS: return pspDirectory / "shaders"; case DIRECTORY_CUSTOM_THEMES: return pspDirectory / "themes"; 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; } } bool CreateSysDirectories() { #if PPSSPP_PLATFORM(ANDROID) const bool createNoMedia = true; #else const bool createNoMedia = false; #endif Path pspDir = GetSysDirectory(DIRECTORY_PSP); INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str()); File::CreateDir(pspDir); if (!File::Exists(pspDir)) { INFO_LOG(IO, "Not a workable memstick directory. Giving up"); return false; } // 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. static const PSPDirectories sysDirs[] = { DIRECTORY_CHEATS, DIRECTORY_SAVEDATA, DIRECTORY_SAVESTATE, DIRECTORY_GAME, DIRECTORY_SYSTEM, DIRECTORY_TEXTURES, DIRECTORY_PLUGINS, DIRECTORY_CACHE, }; for (auto dir : sysDirs) { Path path = GetSysDirectory(dir); File::CreateFullPath(path); if (createNoMedia) { // Create a nomedia file in each specified subdirectory. File::CreateEmptyFile(path / ".nomedia"); } } return true; }