shadPS4/src/main.cpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include <thread>
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#include <SDL3/SDL.h>
#include <Zydis/Zydis.h>
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#include <fmt/core.h>
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#include <core/file_format/psf.h>
#include "common/config.h"
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#include "common/discord.h"
#include "common/logging/backend.h"
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#include "common/logging/log.h"
#include "common/path_util.h"
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#include "common/singleton.h"
#include "core/file_format/splash.h"
#include "core/file_sys/fs.h"
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#include "core/libraries/kernel/thread_management.h"
#include "core/libraries/libc/libc.h"
#include "core/libraries/libs.h"
#include "core/libraries/videoout/video_out.h"
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#include "core/linker.h"
#include "core/tls.h"
#include "input/controller.h"
#include "sdl_window.h"
Frontend::WindowSDL* g_window;
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int main(int argc, char* argv[]) {
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if (argc == 1) {
fmt::print("Usage: {} <elf or eboot.bin path>\n", argv[0]);
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return -1;
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}
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::load(config_dir / "config.toml");
Common::Log::Initialize();
Common::Log::Start();
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Libraries::Kernel::init_pthreads();
s32 width = Config::getScreenWidth();
s32 height = Config::getScreenHeight();
auto* controller = Common::Singleton<Input::GameController>::Instance();
Frontend::WindowSDL window{width, height, controller};
g_window = &window;
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// Argument 1 is the path of self file to boot
const char* const path = argv[1];
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auto* mnt = Common::Singleton<Core::FileSys::MntPoints>::Instance();
std::filesystem::path p = std::string(path);
mnt->Mount(p.parent_path(), "/app0");
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// Loading param.sfo file if exists
std::filesystem::path sce_sys_folder = p.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");
std::string id(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");
}
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}
}
}
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auto linker = Common::Singleton<Core::Linker>::Instance();
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Libraries::InitHLELibs(&linker->getHLESymbols());
linker->LoadModule(path);
// check if we have system modules to load
const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir);
for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) {
if (entry.path().filename() == "libSceNgs2.sprx") {
LOG_INFO(Loader, "Loading {}", entry.path().string().c_str());
linker->LoadModule(entry.path().string().c_str());
}
}
// Check if there is a libc.prx in sce_module folder
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bool found = false;
if (Config::isLleLibc()) {
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std::filesystem::path sce_module_folder = p.parent_path() / "sce_module";
if (std::filesystem::is_directory(sce_module_folder)) {
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for (const auto& entry : std::filesystem::directory_iterator(sce_module_folder)) {
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if (entry.path().filename() == "libc.prx" ||
entry.path().filename() == "libSceFios2.prx") {
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found = true;
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LOG_INFO(Loader, "Loading {}", entry.path().string().c_str());
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linker->LoadModule(entry.path().string().c_str());
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}
}
}
}
if (!found) {
Libraries::LibC::libcSymbolsRegister(&linker->getHLESymbols());
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}
std::thread mainthread([linker]() { linker->Execute(); });
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Discord::RPC discordRPC;
discordRPC.init();
discordRPC.update(Discord::RPCStatus::Idling, "");
static constexpr std::chrono::microseconds FlipPeriod{100000};
while (window.isOpen()) {
window.waitEvent();
Libraries::VideoOut::Flip(FlipPeriod);
Libraries::VideoOut::Vblank();
}
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discordRPC.stop();
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return 0;
}