ppsspp/Core/System.cpp
Unknown W. Brackets 5871ab0538 UI: Stop caching the draw context in coreParam.
This is possibly getting outdated in some paths of graphics reinit, and
then causing crashes.  Let's just always get it from the graphicsContext.
2019-09-28 21:58:15 -07:00

627 lines
16 KiB
C++

// Copyright (C) 2012 PPSSPP Project
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#ifdef _WIN32
#pragma warning(disable:4091)
#include "Common/CommonWindows.h"
#include <ShlObj.h>
#include <string>
#include <codecvt>
#endif
#include <thread>
#include <mutex>
#include <condition_variable>
#include "base/timeutil.h"
#include "base/NativeApp.h"
#include "math/math_util.h"
#include "thread/threadutil.h"
#include "util/text/utf8.h"
#include "Common/GraphicsContext.h"
#include "Core/MemMap.h"
#include "Core/HDRemaster.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSAnalyst.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/ReplaceTables.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceAudio.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/FileLoaders/RamCachingFileLoader.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/Loaders.h"
#include "Core/PSPLoaders.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/SaveState.h"
#include "Common/LogManager.h"
#include "Core/HLE/sceAudiocodec.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
enum CPUThreadState {
CPU_THREAD_NOT_RUNNING,
CPU_THREAD_PENDING,
CPU_THREAD_STARTING,
CPU_THREAD_RUNNING,
CPU_THREAD_SHUTDOWN,
CPU_THREAD_QUIT,
CPU_THREAD_EXECUTE,
CPU_THREAD_RESUME,
};
MetaFileSystem pspFileSystem;
ParamSFOData g_paramSFO;
static GlobalUIState globalUIState;
static CoreParameter coreParameter;
static FileLoader *loadedFile;
// For background loading thread.
static std::mutex loadingLock;
// For loadingReason updates.
static std::mutex loadingReasonLock;
static std::string loadingReason;
bool audioInitialized;
bool coreCollectDebugStats = false;
bool coreCollectDebugStatsForced = false;
// This can be read and written from ANYWHERE.
volatile CoreState coreState = CORE_STEPPING;
// Note: intentionally not used for CORE_NEXTFRAME.
volatile bool coreStatePending = false;
static volatile CPUThreadState cpuThreadState = CPU_THREAD_NOT_RUNNING;
static GPUBackend gpuBackend;
static std::string gpuBackendDevice;
void ResetUIState() {
globalUIState = UISTATE_MENU;
}
void UpdateUIState(GlobalUIState newState) {
// Never leave the EXIT state.
if (globalUIState != newState && globalUIState != UISTATE_EXIT) {
globalUIState = newState;
host->UpdateDisassembly();
const char *state = nullptr;
switch (globalUIState) {
case UISTATE_EXIT: state = "exit"; break;
case UISTATE_INGAME: state = "ingame"; break;
case UISTATE_MENU: state = "menu"; break;
case UISTATE_PAUSEMENU: state = "pausemenu"; break;
}
if (state) {
System_SendMessage("uistate", state);
}
}
}
GlobalUIState GetUIState() {
return globalUIState;
}
void SetGPUBackend(GPUBackend type, const std::string &device) {
gpuBackend = type;
gpuBackendDevice = device;
}
GPUBackend GetGPUBackend() {
return gpuBackend;
}
std::string GetGPUBackendDevice() {
return gpuBackendDevice;
}
bool IsAudioInitialised() {
return audioInitialized;
}
void Audio_Init() {
if (!audioInitialized) {
audioInitialized = true;
host->InitSound();
}
}
void Audio_Shutdown() {
if (audioInitialized) {
audioInitialized = false;
host->ShutdownSound();
}
}
bool CPU_IsReady() {
if (coreState == CORE_POWERUP)
return false;
return cpuThreadState == CPU_THREAD_RUNNING || cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_IsShutdown() {
return cpuThreadState == CPU_THREAD_NOT_RUNNING;
}
bool CPU_HasPendingAction() {
return cpuThreadState != CPU_THREAD_RUNNING;
}
void CPU_Shutdown();
void CPU_Init() {
coreState = CORE_POWERUP;
currentMIPS = &mipsr4k;
g_symbolMap = new SymbolMap();
// Default memory settings
// Seems to be the safest place currently..
Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE; // 32 MB of ram by default
g_RemasterMode = false;
g_DoubleTextureCoordinates = false;
Memory::g_PSPModel = g_Config.iPSPModel;
std::string filename = coreParameter.fileToStart;
loadedFile = ResolveFileLoaderTarget(ConstructFileLoader(filename));
#ifdef _M_X64
if (g_Config.bCacheFullIsoInRam) {
loadedFile = new RamCachingFileLoader(loadedFile);
}
#endif
IdentifiedFileType type = Identify_File(loadedFile);
// TODO: Put this somewhere better?
if (coreParameter.mountIso != "") {
coreParameter.mountIsoLoader = ConstructFileLoader(coreParameter.mountIso);
}
MIPSAnalyst::Reset();
Replacement_Init();
switch (type) {
case IdentifiedFileType::PSP_ISO:
case IdentifiedFileType::PSP_ISO_NP:
case IdentifiedFileType::PSP_DISC_DIRECTORY:
InitMemoryForGameISO(loadedFile);
break;
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
// This is normal for homebrew.
// ERROR_LOG(LOADER, "PBP directory resolution failed.");
InitMemoryForGamePBP(loadedFile);
break;
default:
break;
}
// Here we have read the PARAM.SFO, let's see if we need any compatibility overrides.
// Homebrew usually has an empty discID, and even if they do have a disc id, it's not
// likely to collide with any commercial ones.
std::string discID = g_paramSFO.GetDiscID();
coreParameter.compat.Load(discID);
Memory::Init();
mipsr4k.Reset();
host->AttemptLoadSymbolMap();
if (coreParameter.enableSound) {
Audio_Init();
}
CoreTiming::Init();
// Init all the HLE modules
HLEInit();
// TODO: Check Game INI here for settings, patches and cheats, and modify coreParameter accordingly
// If they shut down early, we'll catch it when load completes.
// Note: this may return before init is complete, which is checked if CPU_IsReady().
if (!LoadFile(&loadedFile, &coreParameter.errorString)) {
CPU_Shutdown();
coreParameter.fileToStart = "";
return;
}
if (coreParameter.updateRecent) {
g_Config.AddRecent(filename);
}
}
PSP_LoadingLock::PSP_LoadingLock() {
loadingLock.lock();
}
PSP_LoadingLock::~PSP_LoadingLock() {
loadingLock.unlock();
}
void CPU_Shutdown() {
// Since we load on a background thread, wait for startup to complete.
PSP_LoadingLock lock;
if (g_Config.bAutoSaveSymbolMap) {
host->SaveSymbolMap();
}
Replacement_Shutdown();
CoreTiming::Shutdown();
__KernelShutdown();
HLEShutdown();
if (coreParameter.enableSound) {
Audio_Shutdown();
}
pspFileSystem.Shutdown();
mipsr4k.Shutdown();
Memory::Shutdown();
delete loadedFile;
loadedFile = nullptr;
delete coreParameter.mountIsoLoader;
delete g_symbolMap;
g_symbolMap = nullptr;
coreParameter.mountIsoLoader = nullptr;
}
// TODO: Maybe loadedFile doesn't even belong here...
void UpdateLoadedFile(FileLoader *fileLoader) {
delete loadedFile;
loadedFile = fileLoader;
}
void Core_UpdateState(CoreState newState) {
if ((coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME) && newState != CORE_RUNNING)
coreStatePending = true;
coreState = newState;
Core_UpdateSingleStep();
}
void Core_UpdateDebugStats(bool collectStats) {
if (coreCollectDebugStats != collectStats) {
coreCollectDebugStats = collectStats;
mipsr4k.ClearJitCache();
}
kernelStats.ResetFrame();
gpuStats.ResetFrame();
}
// Ugly!
static bool pspIsInited = false;
static bool pspIsIniting = false;
static bool pspIsQuitting = false;
bool PSP_InitStart(const CoreParameter &coreParam, std::string *error_string) {
if (pspIsIniting || pspIsQuitting) {
return false;
}
#if defined(_WIN32) && defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 64 bit", PPSSPP_GIT_VERSION);
#elif defined(_WIN32) && !defined(_M_X64)
INFO_LOG(BOOT, "PPSSPP %s Windows 32 bit", PPSSPP_GIT_VERSION);
#else
INFO_LOG(BOOT, "PPSSPP %s", PPSSPP_GIT_VERSION);
#endif
Core_NotifyLifecycle(CoreLifecycle::STARTING);
GraphicsContext *temp = coreParameter.graphicsContext;
coreParameter = coreParam;
if (coreParameter.graphicsContext == nullptr) {
coreParameter.graphicsContext = temp;
}
coreParameter.errorString = "";
pspIsIniting = true;
PSP_SetLoading("Loading game...");
CPU_Init();
*error_string = coreParameter.errorString;
bool success = coreParameter.fileToStart != "";
if (!success) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
pspIsIniting = false;
}
return success;
}
bool PSP_InitUpdate(std::string *error_string) {
if (pspIsInited || !pspIsIniting) {
return true;
}
if (!CPU_IsReady()) {
return false;
}
bool success = coreParameter.fileToStart != "";
*error_string = coreParameter.errorString;
if (success && gpu == nullptr) {
PSP_SetLoading("Starting graphics...");
Draw::DrawContext *draw = coreParameter.graphicsContext ? coreParameter.graphicsContext->GetDrawContext() : nullptr;
success = GPU_Init(coreParameter.graphicsContext, draw);
if (!success) {
*error_string = "Unable to initialize rendering engine.";
}
}
if (!success) {
PSP_Shutdown();
return true;
}
pspIsInited = GPU_IsReady();
pspIsIniting = !pspIsInited;
if (pspIsInited) {
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
}
return pspIsInited;
}
bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
PSP_InitStart(coreParam, error_string);
while (!PSP_InitUpdate(error_string))
sleep_ms(10);
return pspIsInited;
}
bool PSP_IsIniting() {
return pspIsIniting;
}
bool PSP_IsInited() {
return pspIsInited && !pspIsQuitting;
}
bool PSP_IsQuitting() {
return pspIsQuitting;
}
void PSP_Shutdown() {
// Do nothing if we never inited.
if (!pspIsInited && !pspIsIniting && !pspIsQuitting) {
return;
}
// Make sure things know right away that PSP memory, etc. is going away.
pspIsQuitting = true;
if (coreState == CORE_RUNNING)
Core_UpdateState(CORE_ERROR);
#ifndef MOBILE_DEVICE
if (g_Config.bFuncHashMap) {
MIPSAnalyst::StoreHashMap();
}
#endif
if (pspIsIniting)
Core_NotifyLifecycle(CoreLifecycle::START_COMPLETE);
Core_NotifyLifecycle(CoreLifecycle::STOPPING);
CPU_Shutdown();
GPU_Shutdown();
g_paramSFO.Clear();
host->SetWindowTitle(0);
currentMIPS = 0;
pspIsInited = false;
pspIsIniting = false;
pspIsQuitting = false;
g_Config.unloadGameConfig();
Core_NotifyLifecycle(CoreLifecycle::STOPPED);
}
void PSP_BeginHostFrame() {
// Reapply the graphics state of the PSP
if (gpu) {
gpu->BeginHostFrame();
}
}
void PSP_EndHostFrame() {
if (gpu) {
gpu->EndHostFrame();
}
}
void PSP_RunLoopWhileState() {
// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 10);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING || coreState == CORE_STEPPING) {
PSP_RunLoopFor(blockTicks);
if (coreState == CORE_STEPPING) {
// Keep the UI responsive.
break;
}
}
}
void PSP_RunLoopUntil(u64 globalticks) {
SaveState::Process();
if (coreState == CORE_POWERDOWN || coreState == CORE_ERROR) {
return;
} else if (coreState == CORE_STEPPING) {
Core_ProcessStepping();
return;
}
mipsr4k.RunLoopUntil(globalticks);
gpu->CleanupBeforeUI();
}
void PSP_RunLoopFor(int cycles) {
PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
}
void PSP_SetLoading(const std::string &reason) {
std::lock_guard<std::mutex> guard(loadingReasonLock);
loadingReason = reason;
}
std::string PSP_GetLoading() {
std::lock_guard<std::mutex> guard(loadingReasonLock);
return loadingReason;
}
CoreParameter &PSP_CoreParameter() {
return coreParameter;
}
std::string GetSysDirectory(PSPDirectories directoryType) {
switch (directoryType) {
case DIRECTORY_CHEATS:
return g_Config.memStickDirectory + "PSP/Cheats/";
case DIRECTORY_GAME:
return g_Config.memStickDirectory + "PSP/GAME/";
case DIRECTORY_SAVEDATA:
return g_Config.memStickDirectory + "PSP/SAVEDATA/";
case DIRECTORY_SCREENSHOT:
return g_Config.memStickDirectory + "PSP/SCREENSHOT/";
case DIRECTORY_SYSTEM:
return g_Config.memStickDirectory + "PSP/SYSTEM/";
case DIRECTORY_PAUTH:
return g_Config.memStickDirectory + "PAUTH/";
case DIRECTORY_DUMP:
return g_Config.memStickDirectory + "PSP/SYSTEM/DUMP/";
case DIRECTORY_SAVESTATE:
return g_Config.memStickDirectory + "PSP/PPSSPP_STATE/";
case DIRECTORY_CACHE:
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
case DIRECTORY_TEXTURES:
return g_Config.memStickDirectory + "PSP/TEXTURES/";
case DIRECTORY_APP_CACHE:
if (!g_Config.appCacheDirectory.empty()) {
return g_Config.appCacheDirectory;
}
return g_Config.memStickDirectory + "PSP/SYSTEM/CACHE/";
case DIRECTORY_VIDEO:
return g_Config.memStickDirectory + "PSP/VIDEO/";
case DIRECTORY_AUDIO:
return g_Config.memStickDirectory + "PSP/AUDIO/";
// Just return the memory stick root if we run into some sort of problem.
default:
ERROR_LOG(FILESYS, "Unknown directory type.");
return g_Config.memStickDirectory;
}
}
#if defined(_WIN32)
// Run this at startup time. Please use GetSysDirectory if you need to query where folders are.
void InitSysDirectories() {
if (!g_Config.memStickDirectory.empty() && !g_Config.flash0Directory.empty())
return;
const std::string path = File::GetExeDirectory();
// Mount a filesystem
g_Config.flash0Directory = path + "assets/flash0/";
// Detect the "My Documents"(XP) or "Documents"(on Vista/7/8) folder.
#if PPSSPP_PLATFORM(UWP)
// We set g_Config.memStickDirectory outside.
#else
wchar_t myDocumentsPath[MAX_PATH];
const HRESULT result = SHGetFolderPath(NULL, CSIDL_PERSONAL, NULL, SHGFP_TYPE_CURRENT, myDocumentsPath);
const std::string myDocsPath = ConvertWStringToUTF8(myDocumentsPath) + "/PPSSPP/";
const std::string installedFile = path + "installed.txt";
const bool installed = File::Exists(installedFile);
// If installed.txt exists(and we can determine the Documents directory)
if (installed && (result == S_OK)) {
#if defined(_WIN32) && defined(__MINGW32__)
std::ifstream inputFile(installedFile);
#else
std::ifstream inputFile(ConvertUTF8ToWString(installedFile));
#endif
if (!inputFile.fail() && inputFile.is_open()) {
std::string tempString;
std::getline(inputFile, tempString);
// Skip UTF-8 encoding bytes if there are any. There are 3 of them.
if (tempString.substr(0, 3) == "\xEF\xBB\xBF")
tempString = tempString.substr(3);
g_Config.memStickDirectory = tempString;
}
inputFile.close();
// Check if the file is empty first, before appending the slash.
if (g_Config.memStickDirectory.empty())
g_Config.memStickDirectory = myDocsPath;
size_t lastSlash = g_Config.memStickDirectory.find_last_of("/");
if (lastSlash != (g_Config.memStickDirectory.length() - 1))
g_Config.memStickDirectory.append("/");
} else {
g_Config.memStickDirectory = path + "memstick/";
}
// Create the memstickpath before trying to write to it, and fall back on Documents yet again
// if we can't make it.
if (!File::Exists(g_Config.memStickDirectory)) {
if (!File::CreateDir(g_Config.memStickDirectory))
g_Config.memStickDirectory = myDocsPath;
INFO_LOG(COMMON, "Memstick directory not present, creating at '%s'", g_Config.memStickDirectory.c_str());
}
const std::string testFile = g_Config.memStickDirectory + "/_writable_test.$$$";
// If any directory is read-only, fall back to the Documents directory.
// We're screwed anyway if we can't write to Documents, or can't detect it.
if (!File::CreateEmptyFile(testFile))
g_Config.memStickDirectory = myDocsPath;
// Clean up our mess.
if (File::Exists(testFile))
File::Delete(testFile);
#endif
// Create the default directories that a real PSP creates. Good for homebrew so they can
// expect a standard environment. Skipping THEME though, that's pointless.
File::CreateDir(g_Config.memStickDirectory + "PSP");
File::CreateDir(g_Config.memStickDirectory + "PSP/COMMON");
File::CreateDir(GetSysDirectory(DIRECTORY_GAME));
File::CreateDir(GetSysDirectory(DIRECTORY_SAVEDATA));
File::CreateDir(GetSysDirectory(DIRECTORY_SAVESTATE));
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = GetSysDirectory(DIRECTORY_GAME);
}
}
#endif