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archived-pcsx2/pcsx2/System.cpp

460 lines
12 KiB
C++

/* Pcsx2 - Pc Ps2 Emulator
* Copyright (C) 2002-2009 Pcsx2 Team
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "HostGui.h"
#include "VUmicro.h"
#include "iR5900.h"
#include "R3000A.h"
#include "IopMem.h"
#include "sVU_zerorec.h" // for SuperVUReset
#include "R5900Exceptions.h"
#include "CDVD/CDVD.h"
using namespace std;
Pcsx2Config EmuConfig = {0};
// disable all session overrides by default...
SessionOverrideFlags g_Session = {false};
bool sysInitialized = false;
// -----------------------------------------------------------------------
// This function should be called once during program execution.
//
void SysDetect()
{
using namespace Console;
if( sysInitialized ) return;
sysInitialized = true;
Notice("PCSX2 " PCSX2_VERSION " - compiled on " __DATE__ );
Notice("Savestate version: %x", params g_SaveVersion);
cpudetectInit();
SetColor( Color_Black );
WriteLn( "x86Init:" );
WriteLn( wxsFormat(
L"\tCPU vendor name = %s\n"
L"\tFamilyID = %x\n"
L"\tx86Family = %s\n"
L"\tCPU speed = %d.%03d Ghz\n"
L"\tCores = %d physical [%d logical]\n"
L"\tx86PType = %s\n"
L"\tx86Flags = %8.8x %8.8x\n"
L"\tx86EFlags = %8.8x\n",
wxString::FromAscii( x86caps.VendorName ).c_str(), x86caps.StepID,
wxString::FromAscii( x86caps.FamilyName ).Trim().Trim(false).c_str(),
x86caps.Speed / 1000, x86caps.Speed%1000,
x86caps.PhysicalCores, x86caps.LogicalCores,
wxString::FromAscii( x86caps.TypeName ).c_str(),
x86caps.Flags, x86caps.Flags2,
x86caps.EFlags
) );
WriteLn( "Features:" );
WriteLn(
"\t%sDetected MMX\n"
"\t%sDetected SSE\n"
"\t%sDetected SSE2\n"
"\t%sDetected SSE3\n"
"\t%sDetected SSSE3\n"
"\t%sDetected SSE4.1\n"
"\t%sDetected SSE4.2\n", params
x86caps.hasMultimediaExtensions ? "" : "Not ",
x86caps.hasStreamingSIMDExtensions ? "" : "Not ",
x86caps.hasStreamingSIMD2Extensions ? "" : "Not ",
x86caps.hasStreamingSIMD3Extensions ? "" : "Not ",
x86caps.hasSupplementalStreamingSIMD3Extensions ? "" : "Not ",
x86caps.hasStreamingSIMD4Extensions ? "" : "Not ",
x86caps.hasStreamingSIMD4Extensions2 ? "" : "Not "
);
if ( x86caps.VendorName[0] == 'A' ) //AMD cpu
{
WriteLn( " Extended AMD Features:" );
WriteLn(
"\t%sDetected MMX2\n"
"\t%sDetected 3DNOW\n"
"\t%sDetected 3DNOW2\n"
"\t%sDetected SSE4a\n", params
x86caps.hasMultimediaExtensionsExt ? "" : "Not ",
x86caps.has3DNOWInstructionExtensions ? "" : "Not ",
x86caps.has3DNOWInstructionExtensionsExt ? "" : "Not ",
x86caps.hasStreamingSIMD4ExtensionsA ? "" : "Not "
);
}
Console::ClearColor();
}
//////////////////////////////////////////////////////////////////////////////////////////
// Allocates memory for all PS2 systems.
bool SysAllocateMem()
{
// Allocate PS2 system ram space (required by interpreters and recompilers both)
try
{
vtlb_Core_Alloc();
memAlloc();
psxMemAlloc();
vuMicroMemAlloc();
}
catch( Exception::OutOfMemory& )
{
// TODO : Should this error be handled here or allowed to be handled by the main
// exception handler?
// Failures on the core initialization of memory is bad, since it means the emulator is
// completely non-functional.
//Msgbox::Alert( "Failed to allocate memory needed to run pcsx2.\n\nError: %s", params ex.cMessage() );
SysShutdownMem();
return false;
}
return true;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Allocates memory for all recompilers, and force-disables any recs that fail to initialize.
// This should be done asap, since the recompilers tend to demand a lot of system resources,
// and prefer to have those resources at specific address ranges. The sooner memory is
// allocated, the better.
//
// Returns FALSE on *critical* failure (GUI should issue a msg and exit).
void SysAllocateDynarecs()
{
// Attempt to initialize the recompilers.
// Most users want to use recs anyway, and if they are using interpreters I don't think the
// extra few megs of allocation is going to be an issue.
try
{
// R5900 and R3000a must be rec-enabled together for now so if either fails they both fail.
recCpu.Allocate();
psxRec.Allocate();
}
catch( Exception::BaseException& )
{
// TODO : Fix this message. It should respond according to the user's
// currently configured recompiler.interpreter options, for example.
/*Msgbox::Alert(
"The EE/IOP recompiler failed to initialize with the following error:\n\n"
"%s"
"\n\nThe EE/IOP interpreter will be used instead (slow!).", params
ex.cMessage()
);*/
g_Session.ForceDisableEErec = true;
recCpu.Shutdown();
psxRec.Shutdown();
}
try
{
VU0micro::recAlloc();
}
catch( Exception::BaseException& )
{
// TODO : Fix this message. It should respond according to the user's
// currently configured recompiler.interpreter options, for example.
/*
Msgbox::Alert(
"The VU0 recompiler failed to initialize with the following error:\n\n"
"%s"
"\n\nThe VU0 interpreter will be used for this session (may slow down some games).", params
ex.cMessage()
);
*/
g_Session.ForceDisableVU0rec = true;
VU0micro::recShutdown();
}
try
{
VU1micro::recAlloc();
}
catch( Exception::BaseException& )
{
// TODO : Fix this message. It should respond according to the user's
// currently configured recompiler.interpreter options, for example.
/*
Msgbox::Alert(
"The VU1 recompiler failed to initialize with the following error:\n\n"
"%s"
"\n\nThe VU1 interpreter will be used for this session (will slow down most games).", params
ex.cMessage()
);
*/
g_Session.ForceDisableVU1rec = true;
VU1micro::recShutdown();
}
// If both VUrecs failed, then make sure the SuperVU is totally closed out:
if( !CHECK_VU0REC && !CHECK_VU1REC)
SuperVUDestroy( -1 );
}
//////////////////////////////////////////////////////////////////////////////////////////
// This should be called last thing before Pcsx2 exits.
void SysShutdownMem()
{
cpuShutdown();
vuMicroMemShutdown();
psxMemShutdown();
memShutdown();
vtlb_Core_Shutdown();
}
//////////////////////////////////////////////////////////////////////////////////////////
// This should generally be called right before calling SysShutdownMem(), although you can optionally
// use it in conjunction with SysAllocDynarecs to allocate/free the dynarec resources on the fly (as
// risky as it might be, since dynarecs could very well fail on the second attempt).
void SysShutdownDynarecs()
{
// Special SuperVU "complete" terminator.
SuperVUDestroy( -1 );
psxRec.Shutdown();
recCpu.Shutdown();
}
bool g_ReturnToGui = false; // set to exit the execution of the emulator and return control to the GUI
bool g_EmulationInProgress = false; // Set TRUE if a game is actively running (set to false on reset)
//////////////////////////////////////////////////////////////////////////////////////////
// Resets all PS2 cpu execution caches, which does not affect that actual PS2 state/condition.
// This can be called at any time outside the context of a Cpu->Execute() block without
// bad things happening (recompilers will slow down for a brief moment since rec code blocks
// are dumped).
// Use this method to reset the recs when important global pointers like the MTGS are re-assigned.
void SysClearExecutionCache()
{
if( CHECK_EEREC )
{
Cpu = &recCpu;
psxCpu = &psxRec;
}
else
{
Cpu = &intCpu;
psxCpu = &psxInt;
}
Cpu->Reset();
psxCpu->Reset();
vuMicroCpuReset();
}
__forceinline void SysUpdate()
{
HostGui::KeyEvent( PADkeyEvent() );
}
void SysExecute()
{
g_EmulationInProgress = true;
g_ReturnToGui = false;
// Optimization: We hardcode two versions of the EE here -- one for recs and one for ints.
// This is because recs are performance critical, and being able to inline them into the
// function here helps a small bit (not much but every small bit counts!).
try
{
if( CHECK_EEREC )
{
while( !g_ReturnToGui )
{
recExecute();
SysUpdate();
}
}
else
{
while( !g_ReturnToGui )
{
Cpu->Execute();
SysUpdate();
}
}
}
catch( R5900Exception::BaseExcept& ex )
{
Console::Error( ex.LogMessage() );
Console::Error( fmt_string( "(EE) PC: 0x%8.8x \tCycle: 0x%8.8x", ex.cpuState.pc, ex.cpuState.cycle ).c_str() );
}
}
// Function provided to escape the emulation state, by shutting down plugins and saving
// the GS state. The execution state is effectively preserved, and can be resumed with a
// call to SysExecute.
void SysEndExecution()
{
if( EmuConfig.closeGSonEsc )
StateRecovery::MakeGsOnly();
ClosePlugins( EmuConfig.closeGSonEsc );
g_ReturnToGui = true;
}
// Runs an ELF image directly (ISO or ELF program or BIN)
// Used by Run::FromCD, and Run->Execute when no active emulation state is present.
// elf_file - if NULL, the CDVD plugin is queried for the ELF file.
// use_bios - forces the game to boot through the PS2 bios, instead of bypassing it.
void SysPrepareExecution( const wxString& elf_file, bool use_bios )
{
if( !g_EmulationInProgress )
{
try
{
cpuReset();
}
catch( Exception::BaseException& ex )
{
Msgbox::Alert( ex.DisplayMessage() );
return;
}
//g_Startup.BootMode = (elf_file) ? BootMode_Elf : BootMode_Normal;
OpenPlugins(NULL);
if( elf_file.IsEmpty() )
{
if( !StateRecovery::HasState() )
{
// Not recovering a state, so need to execute the bios and load the ELF information.
// (note: gsRecoveries are done from ExecuteCpu)
wxString ename;
if( !use_bios )
GetPS2ElfName( ename );
loadElfFile( ename );
}
}
else
{
// Custom ELF specified (not using CDVD).
// Run the BIOS and load the ELF.
loadElfFile( elf_file );
}
}
StateRecovery::Recover();
HostGui::BeginExecution();
}
void SysRestorableReset()
{
if( !g_EmulationInProgress ) return;
StateRecovery::MakeFull();
}
void SysReset()
{
// fixme - this code sets the statusbar but never returns control to the window message pump
// so the status bar won't receive the WM_PAINT messages needed to update itself anyway.
// Oops! (air)
HostGui::Notice( _("Resetting...") );
Console::SetTitle( _("Resetting...") );
g_EmulationInProgress = false;
StateRecovery::Clear();
cpuShutdown();
ShutdownPlugins();
ElfCRC = 0;
// Note : No need to call cpuReset() here. It gets called automatically before the
// emulator resumes execution.
HostGui::Notice( _("Ready") );
Console::SetTitle( _("Emulation state is reset.") );
}
u8 *SysMmapEx(uptr base, u32 size, uptr bounds, const char *caller)
{
u8 *Mem = (u8*)HostSys::Mmap( base, size );
if( (Mem == NULL) || (bounds != 0 && (((uptr)Mem + size) > bounds)) )
{
DevCon::Notice( "First try failed allocating %s at address 0x%x", params caller, base );
// memory allocation *must* have the top bit clear, so let's try again
// with NULL (let the OS pick something for us).
SafeSysMunmap( Mem, size );
Mem = (u8*)HostSys::Mmap( NULL, size );
if( bounds != 0 && (((uptr)Mem + size) > bounds) )
{
DevCon::Error( "Fatal Error:\n\tSecond try failed allocating %s, block ptr 0x%x does not meet required criteria.", params caller, Mem );
SafeSysMunmap( Mem, size );
// returns NULL, caller should throw an exception.
}
}
return Mem;
}
// Ensures existence of necessary folders, and performs error handling if the
// folders fail to create.
static void InitFolderStructure()
{
}
// Returns FALSE if the core/recompiler memory allocations failed.
bool SysInit()
{
PCSX2_MEM_PROTECT_BEGIN();
SysDetect();
if( !SysAllocateMem() )
return false; // critical memory allocation failure;
SysAllocateDynarecs();
PCSX2_MEM_PROTECT_END();
return true;
}