rpcs3/rpcs3/Emu/System.h
Nekotekina 06253c8489 Implement "Initialize Directories" options
If disabled, /dev_hdd0, /dev_hdd1, etc, are not created automatically.
2018-11-05 13:14:11 +03:00

567 lines
16 KiB
C++

#pragma once
#include "VFS.h"
#include "Utilities/Atomic.h"
#include "Utilities/Config.h"
#include <functional>
#include <memory>
#include <string>
u64 get_system_time();
enum class system_state
{
running,
paused,
stopped,
ready,
};
enum class ppu_decoder_type
{
precise,
fast,
llvm,
};
enum class spu_decoder_type
{
precise,
fast,
asmjit,
llvm,
};
enum class spu_block_size_type
{
safe,
mega,
giga,
};
enum class lib_loading_type
{
automatic,
manual,
both,
liblv2only
};
enum class keyboard_handler
{
null,
basic,
};
enum class mouse_handler
{
null,
basic,
};
enum class pad_handler
{
null,
keyboard,
ds4,
#ifdef _WIN32
xinput,
mm,
#endif
#ifdef HAVE_LIBEVDEV
evdev,
#endif
};
enum class video_renderer
{
null,
opengl,
vulkan,
#ifdef _MSC_VER
dx12,
#endif
};
enum class audio_renderer
{
null,
#ifdef _WIN32
xaudio,
#endif
#ifdef HAVE_ALSA
alsa,
#endif
#ifdef HAVE_PULSE
pulse,
#endif
openal,
};
enum class camera_handler
{
null,
fake,
};
enum class fake_camera_type
{
unknown,
eyetoy,
eyetoy2,
uvc1_1,
};
enum class move_handler
{
null,
fake,
};
enum class video_resolution
{
_1080,
_720,
_480,
_576,
_1600x1080,
_1440x1080,
_1280x1080,
_960x1080,
};
enum class video_aspect
{
_auto,
_4_3,
_16_9,
};
enum class frame_limit_type
{
none,
_59_94,
_50,
_60,
_30,
_auto,
};
enum class detail_level
{
minimal,
low,
medium,
high,
};
enum class screen_quadrant
{
top_left,
top_right,
bottom_left,
bottom_right
};
enum class tsx_usage
{
disabled,
enabled,
forced,
};
enum enter_button_assign
{
circle = 0, // CELL_SYSUTIL_ENTER_BUTTON_ASSIGN_CIRCLE
cross = 1 // CELL_SYSUTIL_ENTER_BUTTON_ASSIGN_CROSS
};
enum CellNetCtlState : s32;
enum CellSysutilLang : s32;
struct EmuCallbacks
{
std::function<void(std::function<void()>)> call_after;
std::function<void()> on_run;
std::function<void()> on_pause;
std::function<void()> on_resume;
std::function<void()> on_stop;
std::function<void()> on_ready;
std::function<void()> exit;
std::function<void(s32, s32)> handle_taskbar_progress; // (type, value) type: 0 for reset, 1 for increment, 2 for set_limit
std::function<std::shared_ptr<class KeyboardHandlerBase>()> get_kb_handler;
std::function<std::shared_ptr<class MouseHandlerBase>()> get_mouse_handler;
std::function<std::shared_ptr<class pad_thread>()> get_pad_handler;
std::function<std::unique_ptr<class GSFrameBase>()> get_gs_frame;
std::function<std::shared_ptr<class GSRender>()> get_gs_render;
std::function<std::shared_ptr<class AudioThread>()> get_audio;
std::function<std::shared_ptr<class MsgDialogBase>()> get_msg_dialog;
std::function<std::unique_ptr<class SaveDialogBase>()> get_save_dialog;
std::function<std::unique_ptr<class TrophyNotificationBase>()> get_trophy_notification_dialog;
};
class Emulator final
{
atomic_t<system_state> m_state{system_state::stopped};
EmuCallbacks m_cb;
atomic_t<u64> m_pause_start_time; // set when paused
atomic_t<u64> m_pause_amend_time; // increased when resumed
std::string m_path;
std::string m_cache_path;
std::string m_title_id;
std::string m_title;
std::string m_cat;
std::string m_dir;
std::string m_usr{"00000001"};
u32 m_usrid{1};
bool m_force_boot = false;
public:
Emulator() = default;
void SetCallbacks(EmuCallbacks&& cb)
{
m_cb = std::move(cb);
}
const auto& GetCallbacks() const
{
return m_cb;
}
// Call from the GUI thread
void CallAfter(std::function<void()>&& func) const
{
return m_cb.call_after(std::move(func));
}
/** Set emulator mode to running unconditionnaly.
* Required to execute various part (PPUInterpreter, memory manager...) outside of rpcs3.
*/
void SetTestMode()
{
m_state = system_state::running;
}
void Init();
std::vector<std::string> argv;
std::vector<std::string> envp;
std::vector<u8> data;
std::vector<u8> klic;
std::string disc;
const std::string& GetBoot() const
{
return m_path;
}
const std::string& GetTitleID() const
{
return m_title_id;
}
const std::string& GetTitle() const
{
return m_title;
}
const std::string& GetCat() const
{
return m_cat;
}
const std::string& GetCachePath() const
{
return m_cache_path;
}
const std::string& GetDir() const
{
return m_dir;
}
// String for GUI dialogs.
const std::string& GetUsr() const
{
return m_usr;
}
// u32 for cell.
const u32 GetUsrId() const
{
return m_usrid;
}
const bool SetUsr(const std::string& user);
u64 GetPauseTime()
{
return m_pause_amend_time;
}
bool BootGame(const std::string& path, bool direct = false, bool add_only = false);
bool BootRsxCapture(const std::string& path);
bool InstallPkg(const std::string& path);
private:
static std::string GetEmuDir();
public:
static std::string GetHddDir();
void SetForceBoot(bool force_boot);
void Load(bool add_only = false);
void Run();
bool Pause();
void Resume();
void Stop(bool restart = false);
void Restart() { Stop(true); }
bool IsRunning() const { return m_state == system_state::running; }
bool IsPaused() const { return m_state == system_state::paused; }
bool IsStopped() const { return m_state == system_state::stopped; }
bool IsReady() const { return m_state == system_state::ready; }
auto GetStatus() const { return m_state.load(); }
};
extern Emulator Emu;
struct cfg_root : cfg::node
{
struct node_core : cfg::node
{
static constexpr bool thread_scheduler_enabled_def =
#ifdef _WIN32
true;
#else
false;
#endif
node_core(cfg::node* _this) : cfg::node(_this, "Core") {}
cfg::_enum<ppu_decoder_type> ppu_decoder{this, "PPU Decoder", ppu_decoder_type::llvm};
cfg::_int<1, 16> ppu_threads{this, "PPU Threads", 2}; // Amount of PPU threads running simultaneously (must be 2)
cfg::_bool ppu_debug{this, "PPU Debug"};
cfg::_bool llvm_logs{this, "Save LLVM logs"};
cfg::string llvm_cpu{this, "Use LLVM CPU"};
cfg::_int<0, INT32_MAX> llvm_threads{this, "Max LLVM Compile Threads", 0};
cfg::_bool thread_scheduler_enabled{this, "Enable thread scheduler", thread_scheduler_enabled_def};
cfg::_bool set_daz_and_ftz{this, "Set DAZ and FTZ", false};
cfg::_enum<spu_decoder_type> spu_decoder{this, "SPU Decoder", spu_decoder_type::asmjit};
cfg::_bool lower_spu_priority{this, "Lower SPU thread priority"};
cfg::_bool spu_debug{this, "SPU Debug"};
cfg::_int<0, 6> preferred_spu_threads{this, "Preferred SPU Threads", 0}; //Numnber of hardware threads dedicated to heavy simultaneous spu tasks
cfg::_int<0, 16> spu_delay_penalty{this, "SPU delay penalty", 3}; //Number of milliseconds to block a thread if a virtual 'core' isn't free
cfg::_bool spu_loop_detection{this, "SPU loop detection", true}; //Try to detect wait loops and trigger thread yield
cfg::_bool spu_shared_runtime{this, "SPU Shared Runtime", true}; // Share compiled SPU functions between all threads
cfg::_enum<spu_block_size_type> spu_block_size{this, "SPU Block Size", spu_block_size_type::safe};
cfg::_bool spu_accurate_getllar{this, "Accurate GETLLAR", false};
cfg::_bool spu_accurate_putlluc{this, "Accurate PUTLLUC", false};
cfg::_bool spu_verification{this, "SPU Verification", true}; // Should be enabled
cfg::_bool spu_cache{this, "SPU Cache", true};
cfg::_enum<tsx_usage> enable_TSX{this, "Enable TSX", tsx_usage::enabled}; // Enable TSX. Forcing this on Haswell/Broadwell CPUs should be used carefully
cfg::_bool spu_accurate_xfloat{this, "Accurate xfloat", false};
cfg::_enum<lib_loading_type> lib_loading{this, "Lib Loader", lib_loading_type::liblv2only};
cfg::_bool hook_functions{this, "Hook static functions"};
cfg::set_entry load_libraries{this, "Load libraries"};
cfg::_bool hle_lwmutex{this, "HLE lwmutex"}; // Force alternative lwmutex/lwcond implementation
} core{this};
struct node_vfs : cfg::node
{
node_vfs(cfg::node* _this) : cfg::node(_this, "VFS") {}
std::string get(const cfg::string&, const char*) const;
cfg::string emulator_dir{this, "$(EmulatorDir)"}; // Default (empty): taken from fs::get_config_dir()
cfg::string dev_hdd0{this, "/dev_hdd0/", "$(EmulatorDir)dev_hdd0/"};
cfg::string dev_hdd1{this, "/dev_hdd1/", "$(EmulatorDir)dev_hdd1/"};
cfg::string dev_flash{this, "/dev_flash/"};
cfg::string dev_usb000{this, "/dev_usb000/", "$(EmulatorDir)dev_usb000/"};
cfg::string dev_bdvd{this, "/dev_bdvd/"}; // Not mounted
cfg::string app_home{this, "/app_home/"}; // Not mounted
std::string get_dev_flash() const
{
return get(dev_flash, "dev_flash/");
}
cfg::_bool host_root{this, "Enable /host_root/"};
cfg::_bool init_dirs{this, "Initialize Directories", true};
} vfs{this};
struct node_video : cfg::node
{
node_video(cfg::node* _this) : cfg::node(_this, "Video") {}
cfg::_enum<video_renderer> renderer{this, "Renderer", video_renderer::opengl};
cfg::_enum<video_resolution> resolution{this, "Resolution", video_resolution::_720};
cfg::_enum<video_aspect> aspect_ratio{this, "Aspect ratio", video_aspect::_16_9};
cfg::_enum<frame_limit_type> frame_limit{this, "Frame limit", frame_limit_type::none};
cfg::_bool write_color_buffers{this, "Write Color Buffers"};
cfg::_bool write_depth_buffer{this, "Write Depth Buffer"};
cfg::_bool read_color_buffers{this, "Read Color Buffers"};
cfg::_bool read_depth_buffer{this, "Read Depth Buffer"};
cfg::_bool log_programs{this, "Log shader programs"};
cfg::_bool vsync{this, "VSync"};
cfg::_bool debug_output{this, "Debug output"};
cfg::_bool overlay{this, "Debug overlay"};
cfg::_bool gl_legacy_buffers{this, "Use Legacy OpenGL Buffers"};
cfg::_bool use_gpu_texture_scaling{this, "Use GPU texture scaling", false};
cfg::_bool stretch_to_display_area{this, "Stretch To Display Area"};
cfg::_bool force_high_precision_z_buffer{this, "Force High Precision Z buffer"};
cfg::_bool strict_rendering_mode{this, "Strict Rendering Mode"};
cfg::_bool disable_zcull_queries{this, "Disable ZCull Occlusion Queries", false};
cfg::_bool disable_vertex_cache{this, "Disable Vertex Cache", false};
cfg::_bool disable_FIFO_reordering{this, "Disable FIFO Reordering", false};
cfg::_bool frame_skip_enabled{this, "Enable Frame Skip", false};
cfg::_bool force_cpu_blit_processing{this, "Force CPU Blit", false}; // Debugging option
cfg::_bool disable_on_disk_shader_cache{this, "Disable On-Disk Shader Cache", false};
cfg::_bool disable_vulkan_mem_allocator{this, "Disable Vulkan Memory Allocator", false};
cfg::_bool full_rgb_range_output{this, "Use full RGB output range", true}; // Video out dynamic range
cfg::_bool disable_asynchronous_shader_compiler{this, "Disable Asynchronous Shader Compiler", false};
cfg::_int<1, 8> consequtive_frames_to_draw{this, "Consecutive Frames To Draw", 1};
cfg::_int<1, 8> consequtive_frames_to_skip{this, "Consecutive Frames To Skip", 1};
cfg::_int<50, 800> resolution_scale_percent{this, "Resolution Scale", 100};
cfg::_int<0, 16> anisotropic_level_override{this, "Anisotropic Filter Override", 0};
cfg::_int<1, 1024> min_scalable_dimension{this, "Minimum Scalable Dimension", 16};
cfg::_int<0, 30000000> driver_recovery_timeout{this, "Driver Recovery Timeout", 1000000};
struct node_d3d12 : cfg::node
{
node_d3d12(cfg::node* _this) : cfg::node(_this, "D3D12") {}
cfg::string adapter{this, "Adapter"};
} d3d12{this};
struct node_vk : cfg::node
{
node_vk(cfg::node* _this) : cfg::node(_this, "Vulkan") {}
cfg::string adapter{this, "Adapter"};
cfg::_bool force_fifo{this, "Force FIFO present mode"};
cfg::_bool force_primitive_restart{this, "Force primitive restart flag"};
} vk{this};
struct node_perf_overlay : cfg::node
{
node_perf_overlay(cfg::node* _this) : cfg::node(_this, "Performance Overlay") {}
cfg::_bool perf_overlay_enabled{this, "Enabled", false};
cfg::_enum<detail_level> level{this, "Detail level", detail_level::high};
cfg::_int<30, 5000> update_interval{ this, "Metrics update interval (ms)", 350 };
cfg::_int<4, 36> font_size{ this, "Font size (px)", 10 };
cfg::_enum<screen_quadrant> position{this, "Position", screen_quadrant::top_left};
cfg::string font{this, "Font", "n023055ms.ttf"};
cfg::_int<0, 1280> margin_x{this, "Horizontal Margin (px)", 50}; // horizontal distance to the screen border relative to the screen_quadrant in px
cfg::_int<0, 720> margin_y{this, "Vertical Margin (px)", 50}; // vertical distance to the screen border relative to the screen_quadrant in px
cfg::_bool center_x{ this, "Center Horizontally", false };
cfg::_bool center_y{ this, "Center Vertically", false };
cfg::_int<0, 100> opacity{this, "Opacity (%)", 70};
cfg::string color_body{ this, "Body Color (hex)", "#FFE138FF" };
cfg::string background_body{ this, "Body Background (hex)", "#002339FF" };
cfg::string color_title{ this, "Title Color (hex)", "#F26C24FF" };
cfg::string background_title{ this, "Title Background (hex)", "#00000000" };
} perf_overlay{this};
struct node_shader_compilation_hint : cfg::node
{
node_shader_compilation_hint(cfg::node* _this) : cfg::node(_this, "Shader Compilation Hint") {}
cfg::_int<0, 1280> pos_x{this, "Position X (px)", 20}; // horizontal position starting from the upper border in px
cfg::_int<0, 720> pos_y{this, "Position Y (px)", 690}; // vertical position starting from the left border in px
} shader_compilation_hint{this};
struct node_shader_preloading_dialog : cfg::node
{
node_shader_preloading_dialog(cfg::node* _this) : cfg::node(_this, "Shader Loading Dialog"){}
cfg::_bool use_custom_background{this, "Allow custom background", true};
cfg::_int<0, 100> darkening_strength{this, "Darkening effect strength", 30};
cfg::_int<0, 100> blur_strength{this, "Blur effect strength", 0};
} shader_preloading_dialog{this};
} video{this};
struct node_audio : cfg::node
{
node_audio(cfg::node* _this) : cfg::node(_this, "Audio") {}
cfg::_enum<audio_renderer> renderer{this, "Renderer", static_cast<audio_renderer>(1)};
cfg::_bool dump_to_file{this, "Dump to file"};
cfg::_bool convert_to_u16{this, "Convert to 16 bit"};
cfg::_bool downmix_to_2ch{this, "Downmix to Stereo", true};
cfg::_int<2, 128> frames{this, "Buffer Count", 32};
cfg::_int<1, 128> startt{this, "Start Threshold", 1};
cfg::_int<0, 200> volume{this, "Master Volume", 100};
} audio{this};
struct node_io : cfg::node
{
node_io(cfg::node* _this) : cfg::node(_this, "Input/Output") {}
cfg::_enum<keyboard_handler> keyboard{this, "Keyboard", keyboard_handler::null};
cfg::_enum<mouse_handler> mouse{this, "Mouse", mouse_handler::basic};
cfg::_enum<pad_handler> pad{this, "Pad", pad_handler::keyboard};
cfg::_enum<camera_handler> camera{this, "Camera", camera_handler::null};
cfg::_enum<fake_camera_type> camera_type{this, "Camera type", fake_camera_type::unknown};
cfg::_enum<move_handler> move{this, "Move", move_handler::null};
} io{this};
struct node_sys : cfg::node
{
node_sys(cfg::node* _this) : cfg::node(_this, "System") {}
cfg::_enum<CellSysutilLang> language{this, "Language", (CellSysutilLang)1}; // CELL_SYSUTIL_LANG_ENGLISH_US
cfg::_enum<enter_button_assign> enter_button_assignment{this, "Enter button assignment", enter_button_assign::cross};
} sys{this};
struct node_net : cfg::node
{
node_net(cfg::node* _this) : cfg::node(_this, "Net") {}
cfg::_enum<CellNetCtlState> net_status{this, "Connection status"};
cfg::string ip_address{this, "IP address", "192.168.1.1"};
} net{this};
struct node_misc : cfg::node
{
node_misc(cfg::node* _this) : cfg::node(_this, "Miscellaneous") {}
cfg::_bool autostart{this, "Automatically start games after boot", true};
cfg::_bool autoexit{this, "Exit RPCS3 when process finishes"};
cfg::_bool start_fullscreen{ this, "Start games in fullscreen mode" };
cfg::_bool show_fps_in_title{ this, "Show FPS counter in window title", true};
cfg::_bool show_trophy_popups{ this, "Show trophy popups", true};
cfg::_bool show_shader_compilation_hint{ this, "Show shader compilation hint", true };
cfg::_bool use_native_interface{ this, "Use native user interface", true };
cfg::_int<1, 65535> gdb_server_port{this, "Port", 2345};
} misc{this};
cfg::log_entry log{this, "Log"};
};
extern cfg_root g_cfg;
extern bool g_use_rtm;