moved main code , to emulator,cpp , emulator.h class

This commit is contained in:
georgemoralis 2024-06-10 15:18:42 +03:00
parent dfc4f1c35b
commit d89e4463e7
4 changed files with 171 additions and 113 deletions

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@ -486,6 +486,8 @@ else()
${SHADER_RECOMPILER} ${SHADER_RECOMPILER}
${VIDEO_CORE} ${VIDEO_CORE}
src/main.cpp src/main.cpp
src/emulator.cpp
src/emulator.h
src/sdl_window.h src/sdl_window.h
src/sdl_window.cpp src/sdl_window.cpp
) )

136
src/emulator.cpp Normal file
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@ -0,0 +1,136 @@
// 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/libc/libc.h>
#include <core/libraries/videoout/video_out.h>
#include <fmt/core.h>
#include "common/config.h"
#include "common/logging/backend.h"
#include "common/path_util.h"
#include "common/singleton.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;
Emulator::Emulator() : window{WindowWidth, WindowHeight, controller} {
g_window = &window;
// Initialize memory system as early as possible to reserve mappings.
[[maybe_unused]] const auto* memory = Core::Memory::Instance();
// Read configuration file.
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::load(config_dir / "config.toml");
// Start logger.
Common::Log::Initialize();
Common::Log::Start();
// Start discord integration
discord_rpc.init();
discord_rpc.update(Discord::RPCStatus::Idling, "");
// Initialize kernel and library facilities.
Libraries::Kernel::init_pthreads();
}
Emulator::~Emulator() {
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::save(config_dir / "config.toml");
discord_rpc.stop();
}
void Emulator::Run(const std::filesystem::path& file) {
// Initialize linker
auto linker = Common::Singleton<Core::Linker>::Instance();
Libraries::InitHLELibs(&linker->GetHLESymbols());
// 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::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");
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");
}
}
}
}
// Load the module with the linker
linker->LoadModule(file);
// 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
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") {
found = true;
LOG_INFO(Loader, "Loading {}", entry.path().string().c_str());
linker->LoadModule(entry.path().string().c_str());
}
}
}
}
if (!found) {
Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols());
}
// start execution
std::thread mainthread([linker]() { linker->Execute(); });
// Begin main window loop until the application exits
static constexpr std::chrono::microseconds FlipPeriod{100000};
while (window.isOpen()) {
window.waitEvent();
Libraries::VideoOut::Flip(FlipPeriod);
Libraries::VideoOut::Vblank();
}
std::exit(0);
}
} // namespace Core

30
src/emulator.h Normal file
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@ -0,0 +1,30 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <filesystem>
#include <thread>
#include <common/singleton.h>
#include "common/discord.h"
#include "core/linker.h"
#include "input/controller.h"
#include "sdl_window.h"
namespace Core {
class Emulator {
public:
Emulator();
~Emulator();
void Run(const std::filesystem::path& file);
private:
Discord::RPC discord_rpc;
Input::GameController* controller = Common::Singleton<Input::GameController>::Instance();
Frontend::WindowSDL window;
};
} // namespace Core

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@ -1,126 +1,16 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
#include <thread> #include <emulator.h>
#include <SDL3/SDL.h>
#include <Zydis/Zydis.h>
#include <fmt/core.h> #include <fmt/core.h>
#include <core/file_format/psf.h>
#include "common/config.h"
#include "common/discord.h"
#include "common/logging/backend.h"
#include "common/logging/log.h"
#include "common/path_util.h"
#include "common/singleton.h"
#include "core/file_format/splash.h"
#include "core/file_sys/fs.h"
#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"
#include "core/linker.h"
#include "core/memory.h"
#include "input/controller.h"
#include "sdl_window.h"
Frontend::WindowSDL* g_window;
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
if (argc == 1) { if (argc == 1) {
fmt::print("Usage: {} <elf or eboot.bin path>\n", argv[0]); fmt::print("Usage: {} <elf or eboot.bin path>\n", argv[0]);
return -1; return -1;
} }
// Initialize memory system as early as possible to reserve mappings.
[[maybe_unused]] const auto* memory = Core::Memory::Instance();
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
Config::load(config_dir / "config.toml");
Common::Log::Initialize();
Common::Log::Start();
Libraries::Kernel::init_pthreads();
s32 width = Config::getScreenWidth();
s32 height = Config::getScreenHeight();
auto* controller = Common::Singleton<Input::GameController>::Instance(); Core::Emulator emulator;
Frontend::WindowSDL window{width, height, controller}; emulator.Run(argv[1]);
g_window = &window;
// Argument 1 is the path of self file to boot
const char* const path = argv[1];
auto* mnt = Common::Singleton<Core::FileSys::MntPoints>::Instance();
std::filesystem::path p = std::string(path);
mnt->Mount(p.parent_path(), "/app0");
// 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");
}
}
}
}
auto linker = Common::Singleton<Core::Linker>::Instance();
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
bool found = false;
if (Config::isLleLibc()) {
std::filesystem::path sce_module_folder = p.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") {
found = true;
LOG_INFO(Loader, "Loading {}", entry.path().string().c_str());
linker->LoadModule(entry.path().string().c_str());
}
}
}
}
if (!found) {
Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols());
}
std::thread mainthread([linker]() { linker->Execute(); });
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();
}
discordRPC.stop();
return 0; return 0;
} }