moved main code , to emulator,cpp , emulator.h class
This commit is contained in:
parent
dfc4f1c35b
commit
d89e4463e7
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@ -486,6 +486,8 @@ else()
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${SHADER_RECOMPILER}
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${VIDEO_CORE}
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src/main.cpp
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src/emulator.cpp
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src/emulator.h
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src/sdl_window.h
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src/sdl_window.cpp
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)
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@ -0,0 +1,136 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <common/logging/log.h>
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#include <core/file_format/psf.h>
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#include <core/file_format/splash.h>
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#include <core/libraries/libc/libc.h>
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#include <core/libraries/videoout/video_out.h>
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#include <fmt/core.h>
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#include "common/config.h"
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#include "common/logging/backend.h"
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#include "common/path_util.h"
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#include "common/singleton.h"
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#include "core/file_sys/fs.h"
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#include "core/libraries/kernel/thread_management.h"
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#include "core/libraries/libs.h"
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#include "core/linker.h"
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#include "core/memory.h"
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#include "emulator.h"
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Frontend::WindowSDL* g_window = nullptr;
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namespace Core {
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static constexpr s32 WindowWidth = 1280;
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static constexpr s32 WindowHeight = 720;
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Emulator::Emulator() : window{WindowWidth, WindowHeight, controller} {
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g_window = &window;
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// Initialize memory system as early as possible to reserve mappings.
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[[maybe_unused]] const auto* memory = Core::Memory::Instance();
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// Read configuration file.
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const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
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Config::load(config_dir / "config.toml");
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// Start logger.
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Common::Log::Initialize();
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Common::Log::Start();
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// Start discord integration
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discord_rpc.init();
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discord_rpc.update(Discord::RPCStatus::Idling, "");
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// Initialize kernel and library facilities.
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Libraries::Kernel::init_pthreads();
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}
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Emulator::~Emulator() {
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const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
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Config::save(config_dir / "config.toml");
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discord_rpc.stop();
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}
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void Emulator::Run(const std::filesystem::path& file) {
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// Initialize linker
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auto linker = Common::Singleton<Core::Linker>::Instance();
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Libraries::InitHLELibs(&linker->GetHLESymbols());
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// Applications expect to be run from /app0 so mount the file's parent path as app0.
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auto* mnt = Common::Singleton<Core::FileSys::MntPoints>::Instance();
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mnt->Mount(file.parent_path(), "/app0");
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// Loading param.sfo file if exists
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std::filesystem::path sce_sys_folder = file.parent_path() / "sce_sys";
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if (std::filesystem::is_directory(sce_sys_folder)) {
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for (const auto& entry : std::filesystem::directory_iterator(sce_sys_folder)) {
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if (entry.path().filename() == "param.sfo") {
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auto* param_sfo = Common::Singleton<PSF>::Instance();
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param_sfo->open(sce_sys_folder.string() + "/param.sfo");
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std::string id(param_sfo->GetString("CONTENT_ID"), 7, 9);
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std::string title(param_sfo->GetString("TITLE"));
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LOG_INFO(Loader, "Game id: {} Title: {}", id, title);
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u32 fw_version = param_sfo->GetInteger("SYSTEM_VER");
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std::string app_version = param_sfo->GetString("APP_VER");
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LOG_INFO(Loader, "Fw: {:#x} App Version: {}", fw_version, app_version);
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} else if (entry.path().filename() == "pic0.png" ||
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entry.path().filename() == "pic1.png") {
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auto* splash = Common::Singleton<Splash>::Instance();
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if (splash->IsLoaded()) {
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continue;
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}
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if (!splash->Open(entry.path().string())) {
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LOG_ERROR(Loader, "Game splash: unable to open file");
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}
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}
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}
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}
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// Load the module with the linker
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linker->LoadModule(file);
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// check if we have system modules to load
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const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir);
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for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) {
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if (entry.path().filename() == "libSceNgs2.sprx") {
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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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}
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}
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// Check if there is a libc.prx in sce_module folder
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bool found = false;
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if (Config::isLleLibc()) {
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std::filesystem::path sce_module_folder = file.parent_path() / "sce_module";
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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" ||
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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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}
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}
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}
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}
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if (!found) {
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Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols());
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}
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// start execution
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std::thread mainthread([linker]() { linker->Execute(); });
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// Begin main window loop until the application exits
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static constexpr std::chrono::microseconds FlipPeriod{100000};
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while (window.isOpen()) {
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window.waitEvent();
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Libraries::VideoOut::Flip(FlipPeriod);
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Libraries::VideoOut::Vblank();
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}
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std::exit(0);
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}
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} // namespace Core
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@ -0,0 +1,30 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <filesystem>
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#include <thread>
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#include <common/singleton.h>
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#include "common/discord.h"
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#include "core/linker.h"
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#include "input/controller.h"
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#include "sdl_window.h"
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namespace Core {
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class Emulator {
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public:
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Emulator();
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~Emulator();
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void Run(const std::filesystem::path& file);
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private:
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Discord::RPC discord_rpc;
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Input::GameController* controller = Common::Singleton<Input::GameController>::Instance();
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Frontend::WindowSDL window;
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};
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} // namespace Core
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116
src/main.cpp
116
src/main.cpp
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@ -1,126 +1,16 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <thread>
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#include <SDL3/SDL.h>
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#include <Zydis/Zydis.h>
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#include <emulator.h>
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#include <fmt/core.h>
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#include <core/file_format/psf.h>
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#include "common/config.h"
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#include "common/discord.h"
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#include "common/logging/backend.h"
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#include "common/logging/log.h"
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#include "common/path_util.h"
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#include "common/singleton.h"
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#include "core/file_format/splash.h"
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#include "core/file_sys/fs.h"
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#include "core/libraries/kernel/thread_management.h"
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#include "core/libraries/libc/libc.h"
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#include "core/libraries/libs.h"
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#include "core/libraries/videoout/video_out.h"
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#include "core/linker.h"
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#include "core/memory.h"
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#include "input/controller.h"
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#include "sdl_window.h"
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Frontend::WindowSDL* g_window;
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int main(int argc, char* argv[]) {
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if (argc == 1) {
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fmt::print("Usage: {} <elf or eboot.bin path>\n", argv[0]);
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return -1;
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}
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// Initialize memory system as early as possible to reserve mappings.
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[[maybe_unused]] const auto* memory = Core::Memory::Instance();
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const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
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Config::load(config_dir / "config.toml");
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Common::Log::Initialize();
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Common::Log::Start();
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Libraries::Kernel::init_pthreads();
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s32 width = Config::getScreenWidth();
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s32 height = Config::getScreenHeight();
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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Frontend::WindowSDL window{width, height, controller};
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g_window = &window;
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// Argument 1 is the path of self file to boot
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const char* const path = argv[1];
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auto* mnt = Common::Singleton<Core::FileSys::MntPoints>::Instance();
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std::filesystem::path p = std::string(path);
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mnt->Mount(p.parent_path(), "/app0");
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// Loading param.sfo file if exists
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std::filesystem::path sce_sys_folder = p.parent_path() / "sce_sys";
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if (std::filesystem::is_directory(sce_sys_folder)) {
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for (const auto& entry : std::filesystem::directory_iterator(sce_sys_folder)) {
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if (entry.path().filename() == "param.sfo") {
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auto* param_sfo = Common::Singleton<PSF>::Instance();
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param_sfo->open(sce_sys_folder.string() + "/param.sfo");
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std::string id(param_sfo->GetString("CONTENT_ID"), 7, 9);
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std::string title(param_sfo->GetString("TITLE"));
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LOG_INFO(Loader, "Game id: {} Title: {}", id, title);
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u32 fw_version = param_sfo->GetInteger("SYSTEM_VER");
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std::string app_version = param_sfo->GetString("APP_VER");
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LOG_INFO(Loader, "Fw: {:#x} App Version: {}", fw_version, app_version);
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} else if (entry.path().filename() == "pic0.png" ||
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entry.path().filename() == "pic1.png") {
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auto* splash = Common::Singleton<Splash>::Instance();
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if (splash->IsLoaded()) {
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continue;
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}
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if (!splash->Open(entry.path().string())) {
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LOG_ERROR(Loader, "Game splash: unable to open file");
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}
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}
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}
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}
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auto linker = Common::Singleton<Core::Linker>::Instance();
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Libraries::InitHLELibs(&linker->GetHLESymbols());
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linker->LoadModule(path);
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// check if we have system modules to load
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const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir);
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for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) {
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if (entry.path().filename() == "libSceNgs2.sprx") {
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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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}
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}
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// Check if there is a libc.prx in sce_module folder
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bool found = false;
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if (Config::isLleLibc()) {
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std::filesystem::path sce_module_folder = p.parent_path() / "sce_module";
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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" ||
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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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}
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}
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}
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}
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if (!found) {
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Libraries::LibC::libcSymbolsRegister(&linker->GetHLESymbols());
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}
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std::thread mainthread([linker]() { linker->Execute(); });
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Discord::RPC discordRPC;
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discordRPC.init();
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discordRPC.update(Discord::RPCStatus::Idling, "");
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static constexpr std::chrono::microseconds FlipPeriod{100000};
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while (window.isOpen()) {
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window.waitEvent();
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Libraries::VideoOut::Flip(FlipPeriod);
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Libraries::VideoOut::Vblank();
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}
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discordRPC.stop();
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Core::Emulator emulator;
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emulator.Run(argv[1]);
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return 0;
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}
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