// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/logging/log.h" #include "core/core.h" #include "core/core_timing.h" #include "core/gdbstub/gdbstub.h" #include "core/hle/kernel/client_port.h" #include "core/hle/kernel/kernel.h" #include "core/hle/kernel/process.h" #include "core/hle/kernel/thread.h" #include "core/hle/service/service.h" #include "core/hle/service/sm/controller.h" #include "core/hle/service/sm/sm.h" #include "core/hw/hw.h" #include "core/loader/loader.h" #include "core/memory_setup.h" #include "core/settings.h" #include "video_core/video_core.h" namespace Core { /*static*/ System System::s_instance; System::~System() = default; /// Runs a CPU core while the system is powered on static void RunCpuCore(std::shared_ptr cpu_state) { while (Core::System().GetInstance().IsPoweredOn()) { cpu_state->RunLoop(true); } } Cpu& System::CurrentCpuCore() { // If multicore is enabled, use host thread to figure out the current CPU core if (Settings::values.use_multi_core) { const auto& search = thread_to_cpu.find(std::this_thread::get_id()); ASSERT(search != thread_to_cpu.end()); ASSERT(search->second); return *search->second; } // Otherwise, use single-threaded mode active_core variable return *cpu_cores[active_core]; } System::ResultStatus System::RunLoop(bool tight_loop) { status = ResultStatus::Success; // Update thread_to_cpu in case Core 0 is run from a different host thread thread_to_cpu[std::this_thread::get_id()] = cpu_cores[0]; if (GDBStub::IsServerEnabled()) { GDBStub::HandlePacket(); // If the loop is halted and we want to step, use a tiny (1) number of instructions to // execute. Otherwise, get out of the loop function. if (GDBStub::GetCpuHaltFlag()) { if (GDBStub::GetCpuStepFlag()) { GDBStub::SetCpuStepFlag(false); tight_loop = false; } else { return ResultStatus::Success; } } } for (active_core = 0; active_core < NUM_CPU_CORES; ++active_core) { cpu_cores[active_core]->RunLoop(tight_loop); if (Settings::values.use_multi_core) { // Cores 1-3 are run on other threads in this mode break; } } return status; } System::ResultStatus System::SingleStep() { return RunLoop(false); } System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& filepath) { app_loader = Loader::GetLoader(filepath); if (!app_loader) { LOG_CRITICAL(Core, "Failed to obtain loader for {}!", filepath); return ResultStatus::ErrorGetLoader; } std::pair, Loader::ResultStatus> system_mode = app_loader->LoadKernelSystemMode(); if (system_mode.second != Loader::ResultStatus::Success) { LOG_CRITICAL(Core, "Failed to determine system mode (Error {})!", static_cast(system_mode.second)); switch (system_mode.second) { case Loader::ResultStatus::ErrorEncrypted: return ResultStatus::ErrorLoader_ErrorEncrypted; case Loader::ResultStatus::ErrorInvalidFormat: return ResultStatus::ErrorLoader_ErrorInvalidFormat; case Loader::ResultStatus::ErrorUnsupportedArch: return ResultStatus::ErrorUnsupportedArch; default: return ResultStatus::ErrorSystemMode; } } ResultStatus init_result{Init(emu_window, system_mode.first.get())}; if (init_result != ResultStatus::Success) { LOG_CRITICAL(Core, "Failed to initialize system (Error {})!", static_cast(init_result)); System::Shutdown(); return init_result; } const Loader::ResultStatus load_result{app_loader->Load(current_process)}; if (Loader::ResultStatus::Success != load_result) { LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast(load_result)); System::Shutdown(); switch (load_result) { case Loader::ResultStatus::ErrorEncrypted: return ResultStatus::ErrorLoader_ErrorEncrypted; case Loader::ResultStatus::ErrorInvalidFormat: return ResultStatus::ErrorLoader_ErrorInvalidFormat; case Loader::ResultStatus::ErrorUnsupportedArch: return ResultStatus::ErrorUnsupportedArch; default: return ResultStatus::ErrorLoader; } } status = ResultStatus::Success; return status; } void System::PrepareReschedule() { CurrentCpuCore().PrepareReschedule(); } PerfStats::Results System::GetAndResetPerfStats() { return perf_stats.GetAndResetStats(CoreTiming::GetGlobalTimeUs()); } const std::shared_ptr& System::Scheduler(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); return cpu_cores[core_index]->Scheduler(); } ARM_Interface& System::ArmInterface(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); return cpu_cores[core_index]->ArmInterface(); } Cpu& System::CpuCore(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); return *cpu_cores[core_index]; } System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) { LOG_DEBUG(HW_Memory, "initialized OK"); CoreTiming::Init(); current_process = Kernel::Process::Create("main"); cpu_barrier = std::make_shared(); for (size_t index = 0; index < cpu_cores.size(); ++index) { cpu_cores[index] = std::make_shared(cpu_barrier, index); } gpu_core = std::make_unique(); telemetry_session = std::make_unique(); service_manager = std::make_shared(); HW::Init(); Kernel::Init(system_mode); Service::Init(service_manager); GDBStub::Init(); if (!VideoCore::Init(emu_window)) { return ResultStatus::ErrorVideoCore; } // Create threads for CPU cores 1-3, and build thread_to_cpu map // CPU core 0 is run on the main thread thread_to_cpu[std::this_thread::get_id()] = cpu_cores[0]; if (Settings::values.use_multi_core) { for (size_t index = 0; index < cpu_core_threads.size(); ++index) { cpu_core_threads[index] = std::make_unique(RunCpuCore, cpu_cores[index + 1]); thread_to_cpu[cpu_core_threads[index]->get_id()] = cpu_cores[index + 1]; } } LOG_DEBUG(Core, "Initialized OK"); // Reset counters and set time origin to current frame GetAndResetPerfStats(); perf_stats.BeginSystemFrame(); return ResultStatus::Success; } void System::Shutdown() { // Log last frame performance stats auto perf_results = GetAndResetPerfStats(); Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_EmulationSpeed", perf_results.emulation_speed * 100.0); Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Framerate", perf_results.game_fps); Telemetry().AddField(Telemetry::FieldType::Performance, "Shutdown_Frametime", perf_results.frametime * 1000.0); // Shutdown emulation session VideoCore::Shutdown(); GDBStub::Shutdown(); Service::Shutdown(); Kernel::Shutdown(); HW::Shutdown(); service_manager.reset(); telemetry_session.reset(); gpu_core.reset(); // Close all CPU/threading state cpu_barrier->NotifyEnd(); if (Settings::values.use_multi_core) { for (auto& thread : cpu_core_threads) { thread->join(); thread.reset(); } } thread_to_cpu.clear(); for (auto& cpu_core : cpu_cores) { cpu_core.reset(); } cpu_barrier.reset(); // Close core timing CoreTiming::Shutdown(); // Close app loader app_loader.reset(); LOG_DEBUG(Core, "Shutdown OK"); } Service::SM::ServiceManager& System::ServiceManager() { return *service_manager; } const Service::SM::ServiceManager& System::ServiceManager() const { return *service_manager; } } // namespace Core