shadPS4/src/emulator.cpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <common/logging/log.h>
#include <core/file_format/psf.h>
#include <core/file_format/splash.h>
#include <core/libraries/disc_map/disc_map.h>
#include <core/libraries/libc/libc.h>
#include <core/libraries/libc_internal/libc_internal.h>
#include <core/libraries/rtc/rtc.h>
#include <core/libraries/videoout/video_out.h>
#include <fmt/core.h>
#include "common/config.h"
#include "common/debug.h"
#include "common/logging/backend.h"
#include "common/ntapi.h"
#include "common/path_util.h"
#include "common/singleton.h"
#include "common/version.h"
#include "core/file_sys/fs.h"
#include "core/libraries/kernel/thread_management.h"
#include "core/libraries/libs.h"
#include "core/linker.h"
#include "core/memory.h"
#include "emulator.h"
Frontend::WindowSDL* g_window = nullptr;
namespace Core {
static constexpr s32 WindowWidth = 1280;
static constexpr s32 WindowHeight = 720;
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Emulator::Emulator()
: memory{Core::Memory::Instance()}, window{WindowWidth, WindowHeight, controller} {
g_window = &window;
// Read configuration file.
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::load(config_dir / "config.toml");
// Initialize NT API functions
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#ifdef _WIN32
Common::NtApi::Initialize();
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#endif
// Start logger.
Common::Log::Initialize();
Common::Log::Start();
LOG_INFO(Loader, "Starting shadps4 emulator v{} ", Common::VERSION);
}
Emulator::~Emulator() {
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::save(config_dir / "config.toml");
}
void Emulator::Run(const std::filesystem::path& file) {
// Applications expect to be run from /app0 so mount the file's parent path as app0.
auto* mnt = Common::Singleton<Core::FileSys::MntPoints>::Instance();
mnt->Mount(file.parent_path(), "/app0");
// Loading param.sfo file if exists
std::string id;
std::filesystem::path sce_sys_folder = file.parent_path() / "sce_sys";
if (std::filesystem::is_directory(sce_sys_folder)) {
for (const auto& entry : std::filesystem::directory_iterator(sce_sys_folder)) {
if (entry.path().filename() == "param.sfo") {
auto* param_sfo = Common::Singleton<PSF>::Instance();
param_sfo->open(sce_sys_folder.string() + "/param.sfo", {});
id = std::string(param_sfo->GetString("CONTENT_ID"), 7, 9);
std::string title(param_sfo->GetString("TITLE"));
LOG_INFO(Loader, "Game id: {} Title: {}", id, title);
u32 fw_version = param_sfo->GetInteger("SYSTEM_VER");
std::string app_version = param_sfo->GetString("APP_VER");
LOG_INFO(Loader, "Fw: {:#x} App Version: {}", fw_version, app_version);
} else if (entry.path().filename() == "pic0.png" ||
entry.path().filename() == "pic1.png") {
auto* splash = Common::Singleton<Splash>::Instance();
if (splash->IsLoaded()) {
continue;
}
if (!splash->Open(entry.path().string())) {
LOG_ERROR(Loader, "Game splash: unable to open file");
}
}
}
}
const auto& mount_data_dir = Common::FS::GetUserPath(Common::FS::PathType::GameDataDir) / id;
if (!std::filesystem::exists(mount_data_dir)) {
std::filesystem::create_directory(mount_data_dir);
}
mnt->Mount(mount_data_dir, "/data"); // should just exist, manually create with game serial
const auto& mount_temp_dir = Common::FS::GetUserPath(Common::FS::PathType::TempDataDir) / id;
if (!std::filesystem::exists(mount_temp_dir)) {
std::filesystem::create_directory(mount_temp_dir);
}
mnt->Mount(mount_temp_dir, "/temp0"); // called in app_content ==> stat/mkdir
// Initialize kernel and library facilities.
Libraries::Kernel::init_pthreads();
Libraries::InitHLELibs(&linker->GetHLESymbols());
// Load the module with the linker
linker->LoadModule(file);
// check if we have system modules to load
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LoadSystemModules(file);
// Check if there is a libc.prx in sce_module folder
bool found = false;
if (Config::isLleLibc()) {
std::filesystem::path sce_module_folder = file.parent_path() / "sce_module";
if (std::filesystem::is_directory(sce_module_folder)) {
for (const auto& entry : std::filesystem::directory_iterator(sce_module_folder)) {
if (entry.path().filename() == "libc.prx" ||
entry.path().filename() == "libSceFios2.prx" ||
entry.path().filename() == "libSceAudioLatencyEstimation.prx" ||
entry.path().filename() == "libSceJobManager.prx" ||
entry.path().filename() == "libSceS3DConversion.prx") {
found = true;
LOG_INFO(Loader, "Loading {}", entry.path().string().c_str());
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linker->LoadModule(entry.path());
}
}
}
}
if (!found) {
Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols());
}
// start execution
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std::jthread mainthread =
std::jthread([this](std::stop_token stop_token) { linker->Execute(); });
// Begin main window loop until the application exits
static constexpr std::chrono::milliseconds FlipPeriod{16};
while (window.isOpen()) {
window.waitEvent();
Libraries::VideoOut::Flip(FlipPeriod);
Libraries::VideoOut::Vblank();
FRAME_END;
}
std::exit(0);
}
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void Emulator::LoadSystemModules(const std::filesystem::path& file) {
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constexpr std::array<SysModules, 8> ModulesToLoad{
{{"libSceNgs2.sprx", nullptr},
{"libSceFiber.sprx", nullptr},
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{"libSceUlt.sprx", nullptr},
{"libSceLibcInternal.sprx", &Libraries::LibcInternal::RegisterlibSceLibcInternal},
{"libSceDiscMap.sprx", &Libraries::DiscMap::RegisterlibSceDiscMap},
{"libSceRtc.sprx", &Libraries::Rtc::RegisterlibSceRtc},
{"libSceJpegEnc.sprx", nullptr},
{"libSceJson2.sprx", nullptr}},
};
std::vector<std::filesystem::path> found_modules;
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const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir);
for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) {
found_modules.push_back(entry.path());
}
for (const auto& [module_name, init_func] : ModulesToLoad) {
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const auto it = std::ranges::find_if(
found_modules, [&](const auto& path) { return path.filename() == module_name; });
if (it != found_modules.end()) {
LOG_INFO(Loader, "Loading {}", it->string());
linker->LoadModule(*it);
continue;
}
if (init_func) {
LOG_INFO(Loader, "Can't Load {} switching to HLE", module_name);
init_func(&linker->GetHLESymbols());
} else {
LOG_INFO(Loader, "No HLE available for {} module", module_name);
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}
}
}
} // namespace Core