mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1602 96395faa-99c1-11dd-bbfe-3dabce05a288
460 lines
12 KiB
C++
460 lines
12 KiB
C++
/* Pcsx2 - Pc Ps2 Emulator
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* Copyright (C) 2002-2009 Pcsx2 Team
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*
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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; either version 2 of the License, or
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* (at your option) any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include "HostGui.h"
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#include "VUmicro.h"
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#include "iR5900.h"
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#include "R3000A.h"
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#include "IopMem.h"
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#include "sVU_zerorec.h" // for SuperVUReset
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#include "R5900Exceptions.h"
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#include "CDVD/CDVD.h"
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using namespace std;
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Pcsx2Config EmuConfig = {0};
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// disable all session overrides by default...
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SessionOverrideFlags g_Session = {false};
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bool sysInitialized = false;
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// -----------------------------------------------------------------------
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// This function should be called once during program execution.
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//
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void SysDetect()
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{
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using namespace Console;
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if( sysInitialized ) return;
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sysInitialized = true;
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Notice("PCSX2 " PCSX2_VERSION " - compiled on " __DATE__ );
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Notice("Savestate version: %x", params g_SaveVersion);
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cpudetectInit();
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SetColor( Color_Black );
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WriteLn( "x86Init:" );
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WriteLn( wxsFormat(
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L"\tCPU vendor name = %s\n"
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L"\tFamilyID = %x\n"
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L"\tx86Family = %s\n"
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L"\tCPU speed = %d.%03d Ghz\n"
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L"\tCores = %d physical [%d logical]\n"
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L"\tx86PType = %s\n"
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L"\tx86Flags = %8.8x %8.8x\n"
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L"\tx86EFlags = %8.8x\n",
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wxString::FromAscii( x86caps.VendorName ).c_str(), x86caps.StepID,
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wxString::FromAscii( x86caps.FamilyName ).Trim().Trim(false).c_str(),
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x86caps.Speed / 1000, x86caps.Speed%1000,
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x86caps.PhysicalCores, x86caps.LogicalCores,
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wxString::FromAscii( x86caps.TypeName ).c_str(),
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x86caps.Flags, x86caps.Flags2,
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x86caps.EFlags
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) );
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WriteLn( "Features:" );
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WriteLn(
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"\t%sDetected MMX\n"
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"\t%sDetected SSE\n"
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"\t%sDetected SSE2\n"
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"\t%sDetected SSE3\n"
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"\t%sDetected SSSE3\n"
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"\t%sDetected SSE4.1\n"
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"\t%sDetected SSE4.2\n", params
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x86caps.hasMultimediaExtensions ? "" : "Not ",
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x86caps.hasStreamingSIMDExtensions ? "" : "Not ",
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x86caps.hasStreamingSIMD2Extensions ? "" : "Not ",
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x86caps.hasStreamingSIMD3Extensions ? "" : "Not ",
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x86caps.hasSupplementalStreamingSIMD3Extensions ? "" : "Not ",
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x86caps.hasStreamingSIMD4Extensions ? "" : "Not ",
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x86caps.hasStreamingSIMD4Extensions2 ? "" : "Not "
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);
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if ( x86caps.VendorName[0] == 'A' ) //AMD cpu
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{
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WriteLn( " Extended AMD Features:" );
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WriteLn(
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"\t%sDetected MMX2\n"
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"\t%sDetected 3DNOW\n"
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"\t%sDetected 3DNOW2\n"
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"\t%sDetected SSE4a\n", params
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x86caps.hasMultimediaExtensionsExt ? "" : "Not ",
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x86caps.has3DNOWInstructionExtensions ? "" : "Not ",
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x86caps.has3DNOWInstructionExtensionsExt ? "" : "Not ",
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x86caps.hasStreamingSIMD4ExtensionsA ? "" : "Not "
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);
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}
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Console::ClearColor();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Allocates memory for all PS2 systems.
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bool SysAllocateMem()
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{
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// Allocate PS2 system ram space (required by interpreters and recompilers both)
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try
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{
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vtlb_Core_Alloc();
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memAlloc();
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psxMemAlloc();
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vuMicroMemAlloc();
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}
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catch( Exception::OutOfMemory& )
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{
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// TODO : Should this error be handled here or allowed to be handled by the main
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// exception handler?
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// Failures on the core initialization of memory is bad, since it means the emulator is
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// completely non-functional.
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//Msgbox::Alert( "Failed to allocate memory needed to run pcsx2.\n\nError: %s", params ex.cMessage() );
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SysShutdownMem();
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return false;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Allocates memory for all recompilers, and force-disables any recs that fail to initialize.
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// This should be done asap, since the recompilers tend to demand a lot of system resources,
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// and prefer to have those resources at specific address ranges. The sooner memory is
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// allocated, the better.
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//
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// Returns FALSE on *critical* failure (GUI should issue a msg and exit).
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void SysAllocateDynarecs()
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{
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// Attempt to initialize the recompilers.
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// Most users want to use recs anyway, and if they are using interpreters I don't think the
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// extra few megs of allocation is going to be an issue.
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try
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{
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// R5900 and R3000a must be rec-enabled together for now so if either fails they both fail.
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recCpu.Allocate();
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psxRec.Allocate();
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}
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catch( Exception::BaseException& )
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{
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// TODO : Fix this message. It should respond according to the user's
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// currently configured recompiler.interpreter options, for example.
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/*Msgbox::Alert(
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"The EE/IOP recompiler failed to initialize with the following error:\n\n"
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"%s"
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"\n\nThe EE/IOP interpreter will be used instead (slow!).", params
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ex.cMessage()
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);*/
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g_Session.ForceDisableEErec = true;
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recCpu.Shutdown();
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psxRec.Shutdown();
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}
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try
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{
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VU0micro::recAlloc();
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}
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catch( Exception::BaseException& )
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{
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// TODO : Fix this message. It should respond according to the user's
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// currently configured recompiler.interpreter options, for example.
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/*
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Msgbox::Alert(
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"The VU0 recompiler failed to initialize with the following error:\n\n"
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"%s"
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"\n\nThe VU0 interpreter will be used for this session (may slow down some games).", params
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ex.cMessage()
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);
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*/
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g_Session.ForceDisableVU0rec = true;
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VU0micro::recShutdown();
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}
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try
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{
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VU1micro::recAlloc();
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}
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catch( Exception::BaseException& )
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{
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// TODO : Fix this message. It should respond according to the user's
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// currently configured recompiler.interpreter options, for example.
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/*
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Msgbox::Alert(
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"The VU1 recompiler failed to initialize with the following error:\n\n"
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"%s"
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"\n\nThe VU1 interpreter will be used for this session (will slow down most games).", params
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ex.cMessage()
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);
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*/
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g_Session.ForceDisableVU1rec = true;
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VU1micro::recShutdown();
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}
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// If both VUrecs failed, then make sure the SuperVU is totally closed out:
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if( !CHECK_VU0REC && !CHECK_VU1REC)
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SuperVUDestroy( -1 );
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// This should be called last thing before Pcsx2 exits.
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void SysShutdownMem()
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{
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cpuShutdown();
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vuMicroMemShutdown();
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psxMemShutdown();
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memShutdown();
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vtlb_Core_Shutdown();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// This should generally be called right before calling SysShutdownMem(), although you can optionally
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// use it in conjunction with SysAllocDynarecs to allocate/free the dynarec resources on the fly (as
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// risky as it might be, since dynarecs could very well fail on the second attempt).
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void SysShutdownDynarecs()
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{
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// Special SuperVU "complete" terminator.
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SuperVUDestroy( -1 );
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psxRec.Shutdown();
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recCpu.Shutdown();
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}
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bool g_ReturnToGui = false; // set to exit the execution of the emulator and return control to the GUI
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bool g_EmulationInProgress = false; // Set TRUE if a game is actively running (set to false on reset)
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//////////////////////////////////////////////////////////////////////////////////////////
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// Resets all PS2 cpu execution caches, which does not affect that actual PS2 state/condition.
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// This can be called at any time outside the context of a Cpu->Execute() block without
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// bad things happening (recompilers will slow down for a brief moment since rec code blocks
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// are dumped).
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// Use this method to reset the recs when important global pointers like the MTGS are re-assigned.
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void SysClearExecutionCache()
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{
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if( CHECK_EEREC )
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{
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Cpu = &recCpu;
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psxCpu = &psxRec;
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}
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else
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{
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Cpu = &intCpu;
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psxCpu = &psxInt;
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}
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Cpu->Reset();
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psxCpu->Reset();
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vuMicroCpuReset();
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}
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__forceinline void SysUpdate()
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{
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HostGui::KeyEvent( PADkeyEvent() );
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}
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void SysExecute()
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{
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g_EmulationInProgress = true;
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g_ReturnToGui = false;
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// Optimization: We hardcode two versions of the EE here -- one for recs and one for ints.
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// This is because recs are performance critical, and being able to inline them into the
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// function here helps a small bit (not much but every small bit counts!).
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try
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{
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if( CHECK_EEREC )
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{
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while( !g_ReturnToGui )
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{
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recExecute();
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SysUpdate();
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}
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}
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else
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{
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while( !g_ReturnToGui )
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{
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Cpu->Execute();
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SysUpdate();
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}
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}
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}
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catch( R5900Exception::BaseExcept& ex )
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{
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Console::Error( ex.LogMessage() );
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Console::Error( fmt_string( "(EE) PC: 0x%8.8x \tCycle: 0x%8.8x", ex.cpuState.pc, ex.cpuState.cycle ).c_str() );
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}
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}
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// Function provided to escape the emulation state, by shutting down plugins and saving
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// the GS state. The execution state is effectively preserved, and can be resumed with a
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// call to SysExecute.
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void SysEndExecution()
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{
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if( EmuConfig.closeGSonEsc )
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StateRecovery::MakeGsOnly();
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ClosePlugins( EmuConfig.closeGSonEsc );
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g_ReturnToGui = true;
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}
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// Runs an ELF image directly (ISO or ELF program or BIN)
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// Used by Run::FromCD, and Run->Execute when no active emulation state is present.
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// elf_file - if NULL, the CDVD plugin is queried for the ELF file.
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// use_bios - forces the game to boot through the PS2 bios, instead of bypassing it.
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void SysPrepareExecution( const wxString& elf_file, bool use_bios )
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{
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if( !g_EmulationInProgress )
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{
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try
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{
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cpuReset();
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}
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catch( Exception::BaseException& ex )
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{
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Msgbox::Alert( ex.DisplayMessage() );
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return;
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}
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//g_Startup.BootMode = (elf_file) ? BootMode_Elf : BootMode_Normal;
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OpenPlugins(NULL);
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if( elf_file.IsEmpty() )
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{
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if( !StateRecovery::HasState() )
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{
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// Not recovering a state, so need to execute the bios and load the ELF information.
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// (note: gsRecoveries are done from ExecuteCpu)
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wxString ename;
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if( !use_bios )
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GetPS2ElfName( ename );
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loadElfFile( ename );
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}
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}
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else
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{
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// Custom ELF specified (not using CDVD).
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// Run the BIOS and load the ELF.
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loadElfFile( elf_file );
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}
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}
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StateRecovery::Recover();
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HostGui::BeginExecution();
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}
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void SysRestorableReset()
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{
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if( !g_EmulationInProgress ) return;
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StateRecovery::MakeFull();
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}
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void SysReset()
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{
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// fixme - this code sets the statusbar but never returns control to the window message pump
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// so the status bar won't receive the WM_PAINT messages needed to update itself anyway.
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// Oops! (air)
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HostGui::Notice( _("Resetting...") );
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Console::SetTitle( _("Resetting...") );
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g_EmulationInProgress = false;
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StateRecovery::Clear();
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cpuShutdown();
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ShutdownPlugins();
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ElfCRC = 0;
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// Note : No need to call cpuReset() here. It gets called automatically before the
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// emulator resumes execution.
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HostGui::Notice( _("Ready") );
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Console::SetTitle( _("Emulation state is reset.") );
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}
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u8 *SysMmapEx(uptr base, u32 size, uptr bounds, const char *caller)
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{
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u8 *Mem = (u8*)HostSys::Mmap( base, size );
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if( (Mem == NULL) || (bounds != 0 && (((uptr)Mem + size) > bounds)) )
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{
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DevCon::Notice( "First try failed allocating %s at address 0x%x", params caller, base );
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// memory allocation *must* have the top bit clear, so let's try again
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// with NULL (let the OS pick something for us).
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SafeSysMunmap( Mem, size );
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Mem = (u8*)HostSys::Mmap( NULL, size );
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if( bounds != 0 && (((uptr)Mem + size) > bounds) )
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{
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DevCon::Error( "Fatal Error:\n\tSecond try failed allocating %s, block ptr 0x%x does not meet required criteria.", params caller, Mem );
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SafeSysMunmap( Mem, size );
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// returns NULL, caller should throw an exception.
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}
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}
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return Mem;
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}
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// Ensures existence of necessary folders, and performs error handling if the
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// folders fail to create.
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static void InitFolderStructure()
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{
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}
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// Returns FALSE if the core/recompiler memory allocations failed.
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bool SysInit()
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{
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PCSX2_MEM_PROTECT_BEGIN();
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SysDetect();
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if( !SysAllocateMem() )
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return false; // critical memory allocation failure;
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SysAllocateDynarecs();
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PCSX2_MEM_PROTECT_END();
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return true;
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}
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