ppsspp/UWP/PPSSPP_UWPMain.cpp

596 lines
17 KiB
C++

#include "pch.h"
#include "PPSSPP_UWPMain.h"
#include <mutex>
#include "Common/File/FileUtil.h"
#include "Common/Net/HTTPClient.h"
#include "Common/Net/Resolve.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/Common.h"
#include "Common/Input/InputState.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/VFS/AssetReader.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/DirectXHelper.h"
#include "Common/File/FileUtil.h"
#include "Common/Log.h"
#include "Common/LogManager.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Common/System/Display.h"
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Core/System.h"
#include "Core/Loaders.h"
#include "Core/Config.h"
#include "NKCodeFromWindowsSystem.h"
#include "XAudioSoundStream.h"
#include "UWPHost.h"
#include "UWPUtil.h"
#include "StorageFileLoader.h"
#include "App.h"
using namespace UWP;
using namespace Windows::Foundation;
using namespace Windows::Storage;
using namespace Windows::Storage::Streams;
using namespace Windows::System::Threading;
using namespace Windows::ApplicationModel::DataTransfer;
using namespace Windows::Devices::Enumeration;
using namespace Concurrency;
// UGLY!
PPSSPP_UWPMain *g_main;
extern WindowsAudioBackend *winAudioBackend;
std::string langRegion;
// TODO: Use Microsoft::WRL::ComPtr<> for D3D11 objects?
// TODO: See https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/WindowsAudioSession for WASAPI with UWP
// TODO: Low latency input: https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/LowLatencyInput/cpp
// Loads and initializes application assets when the application is loaded.
PPSSPP_UWPMain::PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResources>& deviceResources) :
app_(app),
m_deviceResources(deviceResources)
{
g_main = this;
net::Init();
host = new UWPHost();
// Register to be notified if the Device is lost or recreated
m_deviceResources->RegisterDeviceNotify(this);
// create_task(KnownFolders::GetFolderForUserAsync(nullptr, KnownFolderId::RemovableDevices)).then([this](StorageFolder ^));
// TODO: Change the timer settings if you want something other than the default variable timestep mode.
// e.g. for 60 FPS fixed timestep update logic, call:
/*
m_timer.SetFixedTimeStep(true);
m_timer.SetTargetElapsedSeconds(1.0 / 60);
*/
ctx_.reset(new UWPGraphicsContext(deviceResources));
const std::string &exePath = File::GetExeDirectory();
VFSRegister("", new DirectoryAssetReader((exePath + "/Content/").c_str()));
VFSRegister("", new DirectoryAssetReader(exePath.c_str()));
wchar_t lcCountry[256];
if (0 != GetLocaleInfoEx(LOCALE_NAME_USER_DEFAULT, LOCALE_SNAME, lcCountry, 256)) {
langRegion = ConvertWStringToUTF8(lcCountry);
for (size_t i = 0; i < langRegion.size(); i++) {
if (langRegion[i] == '-')
langRegion[i] = '_';
}
} else {
langRegion = "en_US";
}
char configFilename[MAX_PATH] = { 0 };
char controlsConfigFilename[MAX_PATH] = { 0 };
std::wstring memstickFolderW = ApplicationData::Current->LocalFolder->Path->Data();
g_Config.memStickDirectory = ReplaceAll(ConvertWStringToUTF8(memstickFolderW), "\\", "/");
if (g_Config.memStickDirectory.back() != '/')
g_Config.memStickDirectory += "/";
// On Win32 it makes more sense to initialize the system directories here
// because the next place it was called was in the EmuThread, and it's too late by then.
InitSysDirectories();
LogManager::Init(&g_Config.bEnableLogging);
// Load config up here, because those changes below would be overwritten
// if it's not loaded here first.
g_Config.AddSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.SetDefaultPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.Load(configFilename, controlsConfigFilename);
bool debugLogLevel = false;
g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D11;
if (debugLogLevel) {
LogManager::GetInstance()->SetAllLogLevels(LogTypes::LDEBUG);
}
const char *argv[2] = { "fake", nullptr };
std::string cacheFolder = ConvertWStringToUTF8(ApplicationData::Current->LocalFolder->Path->Data());
NativeInit(1, argv, "", "", cacheFolder.c_str());
NativeInitGraphics(ctx_.get());
NativeResized();
int width = m_deviceResources->GetScreenViewport().Width;
int height = m_deviceResources->GetScreenViewport().Height;
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
InputDevice::BeginPolling();
}
PPSSPP_UWPMain::~PPSSPP_UWPMain() {
InputDevice::StopPolling();
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
NativeShutdownGraphics();
NativeShutdown();
// Deregister device notification
m_deviceResources->RegisterDeviceNotify(nullptr);
net::Shutdown();
}
// Updates application state when the window size changes (e.g. device orientation change)
void PPSSPP_UWPMain::CreateWindowSizeDependentResources() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
NativeResized();
int width = m_deviceResources->GetScreenViewport().Width;
int height = m_deviceResources->GetScreenViewport().Height;
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
}
// Renders the current frame according to the current application state.
// Returns true if the frame was rendered and is ready to be displayed.
bool PPSSPP_UWPMain::Render() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::PRESENTED, 0, 0, nullptr, nullptr);
NativeUpdate();
static bool hasSetThreadName = false;
if (!hasSetThreadName) {
setCurrentThreadName("UWPRenderThread");
hasSetThreadName = true;
}
auto context = m_deviceResources->GetD3DDeviceContext();
switch (m_deviceResources->ComputeDisplayRotation()) {
case DXGI_MODE_ROTATION_IDENTITY: g_display_rotation = DisplayRotation::ROTATE_0; break;
case DXGI_MODE_ROTATION_ROTATE90: g_display_rotation = DisplayRotation::ROTATE_90; break;
case DXGI_MODE_ROTATION_ROTATE180: g_display_rotation = DisplayRotation::ROTATE_180; break;
case DXGI_MODE_ROTATION_ROTATE270: g_display_rotation = DisplayRotation::ROTATE_270; break;
}
// Not super elegant but hey.
memcpy(&g_display_rot_matrix, &m_deviceResources->GetOrientationTransform3D(), sizeof(float) * 16);
// Reset the viewport to target the whole screen.
auto viewport = m_deviceResources->GetScreenViewport();
pixel_xres = viewport.Width;
pixel_yres = viewport.Height;
if (g_display_rotation == DisplayRotation::ROTATE_90 || g_display_rotation == DisplayRotation::ROTATE_270) {
// We need to swap our width/height.
std::swap(pixel_xres, pixel_yres);
}
g_dpi = m_deviceResources->GetActualDpi();
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
// Boost DPI a bit to look better.
g_dpi *= 96.0f / 136.0f;
}
g_dpi_scale_x = 96.0f / g_dpi;
g_dpi_scale_y = 96.0f / g_dpi;
pixel_in_dps_x = 1.0f / g_dpi_scale_x;
pixel_in_dps_y = 1.0f / g_dpi_scale_y;
dp_xres = pixel_xres * g_dpi_scale_x;
dp_yres = pixel_yres * g_dpi_scale_y;
context->RSSetViewports(1, &viewport);
NativeRender(ctx_.get());
return true;
}
// Notifies renderers that device resources need to be released.
void PPSSPP_UWPMain::OnDeviceLost() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_DEVICE, 0, 0, nullptr);
}
// Notifies renderers that device resources may now be recreated.
void PPSSPP_UWPMain::OnDeviceRestored() {
CreateWindowSizeDependentResources();
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_DEVICE, 0, 0, nullptr);
}
void PPSSPP_UWPMain::OnKeyDown(int scanCode, Windows::System::VirtualKey virtualKey, int repeatCount) {
auto iter = virtualKeyCodeToNKCode.find(virtualKey);
if (iter != virtualKeyCodeToNKCode.end()) {
KeyInput key{};
key.deviceId = DEVICE_ID_KEYBOARD;
key.keyCode = iter->second;
key.flags = KEY_DOWN | (repeatCount > 1 ? KEY_IS_REPEAT : 0);
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnKeyUp(int scanCode, Windows::System::VirtualKey virtualKey) {
auto iter = virtualKeyCodeToNKCode.find(virtualKey);
if (iter != virtualKeyCodeToNKCode.end()) {
KeyInput key{};
key.deviceId = DEVICE_ID_KEYBOARD;
key.keyCode = iter->second;
key.flags = KEY_UP;
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnMouseWheel(float delta) {
int key = NKCODE_EXT_MOUSEWHEEL_UP;
if (delta < 0) {
key = NKCODE_EXT_MOUSEWHEEL_DOWN;
} else if (delta == 0) {
return;
}
KeyInput keyInput{};
keyInput.keyCode = key;
keyInput.deviceId = DEVICE_ID_MOUSE;
keyInput.flags = KEY_DOWN | KEY_UP;
NativeKey(keyInput);
}
bool PPSSPP_UWPMain::OnHardwareButton(HardwareButton button) {
KeyInput keyInput{};
keyInput.deviceId = DEVICE_ID_KEYBOARD;
keyInput.flags = KEY_DOWN | KEY_UP;
switch (button) {
case HardwareButton::BACK:
keyInput.keyCode = NKCODE_BACK;
return NativeKey(keyInput);
default:
return false;
}
}
void PPSSPP_UWPMain::OnTouchEvent(int touchEvent, int touchId, float x, float y, double timestamp) {
// We get the coordinate in Windows' device independent pixels already. So let's undo that,
// and then apply our own "dpi".
float dpiFactor_x = m_deviceResources->GetActualDpi() / 96.0f;
float dpiFactor_y = dpiFactor_x;
dpiFactor_x /= pixel_in_dps_x;
dpiFactor_y /= pixel_in_dps_y;
TouchInput input{};
input.id = touchId;
input.x = x * dpiFactor_x;
input.y = y * dpiFactor_y;
input.flags = touchEvent;
input.timestamp = timestamp;
NativeTouch(input);
KeyInput key{};
key.deviceId = DEVICE_ID_MOUSE;
if (touchEvent & TOUCH_DOWN) {
key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
key.flags = KEY_DOWN;
NativeKey(key);
}
if (touchEvent & TOUCH_UP) {
key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
key.flags = KEY_UP;
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnSuspend() {
// TODO
}
void PPSSPP_UWPMain::LoadStorageFile(StorageFile ^file) {
std::unique_ptr<FileLoaderFactory> factory(new StorageFileLoaderFactory(file, IdentifiedFileType::PSP_ISO));
RegisterFileLoaderFactory("override://", std::move(factory));
NativeMessageReceived("boot", "override://");
}
UWPGraphicsContext::UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources) {
std::vector<std::string> adapterNames;
draw_ = Draw::T3DCreateD3D11Context(
resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetDeviceFeatureLevel(), 0, adapterNames);
bool success = draw_->CreatePresets();
_assert_(success);
}
void UWPGraphicsContext::Shutdown() {
delete draw_;
}
void UWPGraphicsContext::SwapInterval(int interval) {
}
std::string System_GetProperty(SystemProperty prop) {
static bool hasCheckedGPUDriverVersion = false;
switch (prop) {
case SYSPROP_NAME:
return "Windows 10 Universal";
case SYSPROP_LANGREGION:
return langRegion;
case SYSPROP_CLIPBOARD_TEXT:
/* TODO: Need to either change this API or do this on a thread in an ugly fashion.
DataPackageView ^view = Clipboard::GetContent();
if (view) {
string text = await view->GetTextAsync();
}
*/
return "";
case SYSPROP_GPUDRIVER_VERSION:
return "";
default:
return "";
}
}
std::vector<std::string> System_GetPropertyStringVec(SystemProperty prop) {
std::vector<std::string> result;
switch (prop) {
case SYSPROP_TEMP_DIRS:
{
std::wstring tempPath(MAX_PATH, '\0');
size_t sz = GetTempPath((DWORD)tempPath.size(), &tempPath[0]);
if (sz >= tempPath.size()) {
tempPath.resize(sz);
sz = GetTempPath((DWORD)tempPath.size(), &tempPath[0]);
}
// Need to resize off the null terminator either way.
tempPath.resize(sz);
result.push_back(ConvertWStringToUTF8(tempPath));
if (getenv("TMPDIR") && strlen(getenv("TMPDIR")) != 0)
result.push_back(getenv("TMPDIR"));
if (getenv("TMP") && strlen(getenv("TMP")) != 0)
result.push_back(getenv("TMP"));
if (getenv("TEMP") && strlen(getenv("TEMP")) != 0)
result.push_back(getenv("TEMP"));
return result;
}
default:
return result;
}
}
int System_GetPropertyInt(SystemProperty prop) {
switch (prop) {
case SYSPROP_AUDIO_SAMPLE_RATE:
return winAudioBackend ? winAudioBackend->GetSampleRate() : -1;
case SYSPROP_DEVICE_TYPE:
{
auto ver = Windows::System::Profile::AnalyticsInfo::VersionInfo;
if (ver->DeviceFamily == "Windows.Mobile") {
return DEVICE_TYPE_MOBILE;
} else if (ver->DeviceFamily == "Windows.Xbox") {
return DEVICE_TYPE_TV;
} else {
return DEVICE_TYPE_DESKTOP;
}
}
default:
return -1;
}
}
float System_GetPropertyFloat(SystemProperty prop) {
switch (prop) {
case SYSPROP_DISPLAY_REFRESH_RATE:
return 60.f;
case SYSPROP_DISPLAY_SAFE_INSET_LEFT:
case SYSPROP_DISPLAY_SAFE_INSET_RIGHT:
case SYSPROP_DISPLAY_SAFE_INSET_TOP:
case SYSPROP_DISPLAY_SAFE_INSET_BOTTOM:
return 0.0f;
default:
return -1;
}
}
bool VulkanMayBeAvailable() {
return false;
}
bool System_GetPropertyBool(SystemProperty prop) {
switch (prop) {
case SYSPROP_HAS_FILE_BROWSER:
return true;
case SYSPROP_HAS_FOLDER_BROWSER:
return false; // at least I don't know a usable one
case SYSPROP_HAS_IMAGE_BROWSER:
return false;
case SYSPROP_HAS_BACK_BUTTON:
return true;
case SYSPROP_APP_GOLD:
#ifdef GOLD
return true;
#else
return false;
#endif
default:
return false;
}
}
void System_SendMessage(const char *command, const char *parameter) {
using namespace concurrency;
if (!strcmp(command, "finish")) {
// Not really supposed to support this under UWP.
} else if (!strcmp(command, "browse_file")) {
auto picker = ref new Windows::Storage::Pickers::FileOpenPicker();
picker->ViewMode = Pickers::PickerViewMode::List;
// These are single files that can be loaded directly using StorageFileLoader.
picker->FileTypeFilter->Append(".cso");
picker->FileTypeFilter->Append(".iso");
// Can't load these this way currently, they require mounting the underlying folder.
// picker->FileTypeFilter->Append(".bin");
// picker->FileTypeFilter->Append(".elf");
picker->SuggestedStartLocation = Pickers::PickerLocationId::DocumentsLibrary;
create_task(picker->PickSingleFileAsync()).then([](StorageFile ^file){
if (file) {
g_main->LoadStorageFile(file);
}
});
} else if (!strcmp(command, "toggle_fullscreen")) {
auto view = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView();
bool flag = !view->IsFullScreenMode;
if (strcmp(parameter, "0") == 0) {
flag = false;
} else if (strcmp(parameter, "1") == 0){
flag = true;
}
if (flag) {
view->TryEnterFullScreenMode();
} else {
view->ExitFullScreenMode();
}
}
}
void OpenDirectory(const char *path) {
// Unsupported
}
void LaunchBrowser(const char *url) {
auto uri = ref new Windows::Foundation::Uri(ToPlatformString(url));
create_task(Windows::System::Launcher::LaunchUriAsync(uri)).then([](bool b) {});
}
void Vibrate(int length_ms) {
#if _M_ARM
if (length_ms == -1 || length_ms == -3)
length_ms = 50;
else if (length_ms == -2)
length_ms = 25;
else
return;
auto timeSpan = Windows::Foundation::TimeSpan();
timeSpan.Duration = length_ms * 10000;
// TODO: Can't use this?
// Windows::Phone::Devices::Notification::VibrationDevice::GetDefault()->Vibrate(timeSpan);
#endif
}
void System_AskForPermission(SystemPermission permission) {
// Do nothing
}
PermissionStatus System_GetPermissionStatus(SystemPermission permission) {
return PERMISSION_STATUS_GRANTED;
}
void System_InputBoxGetString(const std::string &title, const std::string &defaultValue, std::function<void(bool, const std::string &)> cb) {
// TODO
cb(false, "");
}
std::string GetCPUBrandString() {
Platform::String^ cpu_id = nullptr;
Platform::String^ cpu_name = nullptr;
// GUID_DEVICE_PROCESSOR: {97FADB10-4E33-40AE-359C-8BEF029DBDD0}
Platform::String^ if_filter = L"System.Devices.InterfaceClassGuid:=\"{97FADB10-4E33-40AE-359C-8BEF029DBDD0}\"";
// Enumerate all CPU DeviceInterfaces, and get DeviceInstanceID of the first one.
auto if_task = create_task(
DeviceInformation::FindAllAsync(if_filter)).then([&](DeviceInformationCollection ^ collection) {
if (collection->Size > 0) {
auto cpu = collection->GetAt(0);
auto id = cpu->Properties->Lookup(L"System.Devices.DeviceInstanceID");
cpu_id = dynamic_cast<Platform::String^>(id);
}
});
try {
if_task.wait();
}
catch (const std::exception & e) {
const char* what = e.what();
INFO_LOG(SYSTEM, "%s", what);
}
if (cpu_id != nullptr) {
// Get the Device with the same ID as the DeviceInterface
// Then get the name (description) of that Device
// We have to do this because the DeviceInterface we get doesn't have a proper description.
Platform::String^ dev_filter = L"System.Devices.DeviceInstanceID:=\"" + cpu_id + L"\"";
auto dev_task = create_task(
DeviceInformation::FindAllAsync(dev_filter, {}, DeviceInformationKind::Device)).then(
[&](DeviceInformationCollection ^ collection) {
if (collection->Size > 0) {
cpu_name = collection->GetAt(0)->Name;
}
});
try {
dev_task.wait();
}
catch (const std::exception & e) {
const char* what = e.what();
INFO_LOG(SYSTEM, "%s", what);
}
}
if (cpu_name != nullptr) {
return FromPlatformString(cpu_name);
} else {
return "Unknown";
}
}
// Emulation of TlsAlloc for Windows 10. Used by glslang. Doesn't actually seem to work, other than fixing the linking errors?
extern "C" {
DWORD WINAPI __imp_TlsAlloc() {
return FlsAlloc(nullptr);
}
BOOL WINAPI __imp_TlsFree(DWORD index) {
return FlsFree(index);
}
BOOL WINAPI __imp_TlsSetValue(DWORD dwTlsIndex, LPVOID lpTlsValue) {
return FlsSetValue(dwTlsIndex, lpTlsValue);
}
LPVOID WINAPI __imp_TlsGetValue(DWORD dwTlsIndex) {
return FlsGetValue(dwTlsIndex);
}
}