mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
c7bdeb3084
On Win32, call InitSysDirectories before the emuthread starts just to be safe.
462 lines
12 KiB
C++
462 lines
12 KiB
C++
// Copyright (C) 2012 PPSSPP Project
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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#include <ShlObj.h>
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#include <string>
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#include <codecvt>
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#endif
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#include "native/thread/thread.h"
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#include "native/thread/threadutil.h"
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#include "native/base/mutex.h"
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#include "util/text/utf8.h"
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#include "Core/MemMap.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/MIPS/JitCommon/JitCommon.h"
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#include "Core/System.h"
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#include "Core/PSPMixer.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/FileSystems/MetaFileSystem.h"
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#include "Core/Loaders.h"
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#include "Core/PSPLoaders.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/SaveState.h"
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#include "Common/LogManager.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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enum CPUThreadState {
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CPU_THREAD_NOT_RUNNING,
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CPU_THREAD_PENDING,
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CPU_THREAD_STARTING,
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CPU_THREAD_RUNNING,
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CPU_THREAD_SHUTDOWN,
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CPU_THREAD_EXECUTE,
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};
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MetaFileSystem pspFileSystem;
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ParamSFOData g_paramSFO;
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GlobalUIState globalUIState;
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static CoreParameter coreParameter;
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static PSPMixer *mixer;
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static std::thread *cpuThread = NULL;
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static recursive_mutex cpuThreadLock;
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static condition_variable cpuThreadCond;
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static condition_variable cpuThreadReplyCond;
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static u64 cpuThreadUntil;
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// This can be read and written from ANYWHERE.
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volatile CoreState coreState = CORE_STEPPING;
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// Note: intentionally not used for CORE_NEXTFRAME.
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volatile bool coreStatePending = false;
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static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
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bool IsAudioInitialised() {
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return mixer != NULL;
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}
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void Audio_Init() {
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if(mixer == NULL) {
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mixer = new PSPMixer();
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host->InitSound(mixer);
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}
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}
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bool IsOnSeparateCPUThread() {
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if (cpuThread != NULL) {
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return cpuThread->get_id() == std::this_thread::get_id();
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} else {
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return false;
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}
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}
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void CPU_SetState(CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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cpuThreadState = to;
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cpuThreadCond.notify_one();
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cpuThreadReplyCond.notify_one();
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}
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bool CPU_NextState(CPUThreadState from, CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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if (cpuThreadState == from) {
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CPU_SetState(to);
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return true;
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} else {
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return false;
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}
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}
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bool CPU_NextStateNot(CPUThreadState from, CPUThreadState to) {
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lock_guard guard(cpuThreadLock);
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if (cpuThreadState != from) {
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CPU_SetState(to);
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return true;
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} else {
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return false;
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}
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}
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bool CPU_IsReady() {
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return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_IsShutdown() {
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return cpuThreadState == CPU_THREAD_NOT_RUNNING;
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}
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bool CPU_HasPendingAction() {
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return cpuThreadState != CPU_THREAD_RUNNING;
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}
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void CPU_WaitStatus(condition_variable &cond, bool (*pred)()) {
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lock_guard guard(cpuThreadLock);
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while (!pred()) {
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cond.wait(cpuThreadLock);
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}
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}
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void CPU_Shutdown();
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void CPU_Init() {
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currentCPU = &mipsr4k;
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numCPUs = 1;
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// Default memory settings
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// Seems to be the safest place currently..
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Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
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g_RemasterMode = false;
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g_DoubleTextureCoordinates = false;
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std::string filename = coreParameter.fileToStart;
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IdentifiedFileType type = Identify_File(filename);
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switch (type) {
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case FILETYPE_PSP_ISO:
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case FILETYPE_PSP_ISO_NP:
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case FILETYPE_PSP_DISC_DIRECTORY:
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InitMemoryForGameISO(filename);
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break;
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default:
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break;
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}
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Memory::Init();
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mipsr4k.Reset();
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mipsr4k.pc = 0;
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host->AttemptLoadSymbolMap();
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if (coreParameter.enableSound) {
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Audio_Init();
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}
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if (coreParameter.disableG3Dlog) {
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LogManager::GetInstance()->SetEnable(LogTypes::G3D, false);
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}
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CoreTiming::Init();
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// Init all the HLE modules
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HLEInit();
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// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
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// Why did we check for CORE_POWERDOWN here?
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if (!LoadFile(filename, &coreParameter.errorString)) {
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CPU_Shutdown();
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coreParameter.fileToStart = "";
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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return;
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}
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if (coreParameter.updateRecent) {
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g_Config.AddRecent(filename);
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}
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coreState = coreParameter.startPaused ? CORE_STEPPING : CORE_RUNNING;
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}
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void CPU_Shutdown() {
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if (g_Config.bAutoSaveSymbolMap) {
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host->SaveSymbolMap();
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}
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CoreTiming::Shutdown();
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__KernelShutdown();
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HLEShutdown();
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if (coreParameter.enableSound) {
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host->ShutdownSound();
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mixer = 0; // deleted in ShutdownSound
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}
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pspFileSystem.Shutdown();
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Memory::Shutdown();
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currentCPU = 0;
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}
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void CPU_RunLoop() {
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setCurrentThreadName("CPUThread");
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if (!CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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return;
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}
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CPU_Init();
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CPU_NextState(CPU_THREAD_STARTING, CPU_THREAD_RUNNING);
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while (cpuThreadState != CPU_THREAD_SHUTDOWN)
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{
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CPU_WaitStatus(cpuThreadCond, &CPU_HasPendingAction);
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switch (cpuThreadState) {
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case CPU_THREAD_EXECUTE:
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mipsr4k.RunLoopUntil(cpuThreadUntil);
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gpu->FinishEventLoop();
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CPU_NextState(CPU_THREAD_EXECUTE, CPU_THREAD_RUNNING);
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break;
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// These are fine, just keep looping.
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case CPU_THREAD_RUNNING:
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case CPU_THREAD_SHUTDOWN:
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break;
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default:
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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// Begin shutdown, otherwise we'd just spin on this bad state.
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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break;
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}
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}
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if (coreState != CORE_ERROR) {
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coreState = CORE_POWERDOWN;
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}
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// Let's make sure the gpu has already cleaned up before we start freeing memory.
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gpu->FinishEventLoop();
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gpu->SyncThread(true);
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CPU_Shutdown();
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CPU_SetState(CPU_THREAD_NOT_RUNNING);
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}
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void Core_UpdateState(CoreState newState) {
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if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
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coreStatePending = true;
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coreState = newState;
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Core_UpdateSingleStep();
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}
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void System_Wake() {
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// Ping the threads so they check coreState.
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CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
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if (gpu) {
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gpu->FinishEventLoop();
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}
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}
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bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
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INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
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coreParameter = coreParam;
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coreParameter.errorString = "";
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if (g_Config.bSeparateCPUThread) {
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Core_ListenShutdown(System_Wake);
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CPU_SetState(CPU_THREAD_PENDING);
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cpuThread = new std::thread(&CPU_RunLoop);
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsReady);
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} else {
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CPU_Init();
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}
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bool success = coreParameter.fileToStart != "";
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*error_string = coreParameter.errorString;
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if (success) {
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success = GPU_Init();
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if (!success) {
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PSP_Shutdown();
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*error_string = "Unable to initialize rendering engine.";
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}
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}
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return success;
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}
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bool PSP_IsInited() {
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return currentCPU != 0;
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}
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void PSP_Shutdown() {
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if (coreState == CORE_RUNNING)
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Core_UpdateState(CORE_ERROR);
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Core_NotifyShutdown();
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if (cpuThread != NULL) {
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CPU_NextStateNot(CPU_THREAD_NOT_RUNNING, CPU_THREAD_SHUTDOWN);
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CPU_WaitStatus(cpuThreadReplyCond, &CPU_IsShutdown);
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delete cpuThread;
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cpuThread = 0;
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} else {
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CPU_Shutdown();
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}
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GPU_Shutdown();
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host->SetWindowTitle(0);
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}
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void PSP_RunLoopUntil(u64 globalticks) {
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SaveState::Process();
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if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
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return;
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}
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if (cpuThread != NULL) {
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cpuThreadUntil = globalticks;
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if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
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// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
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// TODO: Something smarter? Or force CPU to bail periodically?
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while (!CPU_IsReady()) {
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gpu->RunEventsUntil(CoreTiming::GetTicks() + msToCycles(100));
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}
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} else {
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ERROR_LOG(CPU, "Unable to execute CPU run loop, unexpected state: %d", cpuThreadState);
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}
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} else {
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mipsr4k.RunLoopUntil(globalticks);
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}
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}
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void PSP_RunLoopFor(int cycles) {
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PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
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}
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CoreParameter &PSP_CoreParameter() {
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return coreParameter;
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}
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std::string GetSysDirectory(PSPDirectories directoryType) {
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switch (directoryType) {
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case DIRECTORY_CHEATS:
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return g_Config.memCardDirectory + "/PSP/Cheats/";
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case DIRECTORY_GAME:
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return g_Config.memCardDirectory + "/PSP/GAME/";
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case DIRECTORY_SAVEDATA:
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return g_Config.memCardDirectory + "/PSP/SAVEDATA/";
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case DIRECTORY_SCREENSHOT:
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return g_Config.memCardDirectory + "/PSP/SCREENSHOT/";
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case DIRECTORY_SYSTEM:
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return g_Config.memCardDirectory + "/PSP/SYSTEM/";
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case DIRECTORY_PAUTH:
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return g_Config.memCardDirectory + "/PAUTH/";
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case DIRECTORY_FLASH0:
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return g_Config.flash0Directory;
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case DIRECTORY_MEMSTICK:
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return g_Config.memCardDirectory;
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// Just return the memory stick root if we run into some sort of problem.
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default:
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ERROR_LOG(FILESYS, "Unknown directory type.");
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return g_Config.memCardDirectory;
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}
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}
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// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
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void InitSysDirectories() {
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if (!g_Config.memCardDirectory.empty() && !g_Config.flash0Directory.empty())
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return;
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#ifdef _WIN32
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const std::string path = ConvertWStringToUTF8(File::GetExeDirectory());
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// Mount a filesystem
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g_Config.flash0Directory = path + "/flash0/";
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// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
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wchar_t myDocumentsPath[MAX_PATH];
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const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
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const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
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const std::string installedFile = path + "/installed.txt";
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const bool installed = File::Exists(installedFile);
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// If installed.txt exists(and we can determine the Documents directory)
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if (installed && (result == S_OK)) {
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std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
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if (!inputFile.fail() && inputFile.is_open()) {
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std::string tempString;
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std::getline(inputFile, tempString);
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// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
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if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
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tempString = tempString.substr(3);
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g_Config.memCardDirectory = tempString;
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}
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inputFile.close();
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// Check if the file is empty first, before appending the slash.
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if (g_Config.memCardDirectory.empty())
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g_Config.memCardDirectory = myDocsPath;
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size_t lastSlash = g_Config.memCardDirectory.find_last_of("/");
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if (lastSlash != (g_Config.memCardDirectory.length() - 1))
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g_Config.memCardDirectory.append("/");
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} else {
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g_Config.memCardDirectory = path + "/memstick/";
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}
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// Create the memstickpath before trying to write to it, and fall back on Documents yet again
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// if we can't make it.
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if (!File::Exists(g_Config.memCardDirectory)) {
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if (!File::CreateDir(g_Config.memCardDirectory))
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g_Config.memCardDirectory = myDocsPath;
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}
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const std::string testFile = "/_writable_test.$$$";
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// If any directory is read-only, fall back to the Documents directory.
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// We're screwed anyway if we can't write to Documents, or can't detect it.
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if (!File::CreateEmptyFile(g_Config.memCardDirectory + testFile))
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g_Config.memCardDirectory = myDocsPath;
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// Clean up our mess.
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if (File::Exists(g_Config.memCardDirectory + testFile))
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File::Delete(g_Config.memCardDirectory + testFile);
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if (g_Config.currentDirectory.empty()) {
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g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
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}
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#else
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// TODO: Perhaps move your platforms' directory stuff out of NativeInit and into here.
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memstickpath = g_Config.memCardDirectory;
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flash0path = g_Config.flash0Directory;
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#endif
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}
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