yuzu-mainline/src/core/core.h

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
#include <memory>
#include <string>
#include "common/common_types.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/scheduler.h"
#include "core/loader/loader.h"
#include "core/memory.h"
#include "core/perf_stats.h"
#include "core/telemetry_session.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/gpu.h"
class EmuWindow;
class ARM_Interface;
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namespace Core {
class System {
public:
/**
* Gets the instance of the System singleton class.
* @returns Reference to the instance of the System singleton class.
*/
static System& GetInstance() {
return s_instance;
}
/// Enumeration representing the return values of the System Initialize and Load process.
enum class ResultStatus : u32 {
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Success, ///< Succeeded
ErrorNotInitialized, ///< Error trying to use core prior to initialization
ErrorGetLoader, ///< Error finding the correct application loader
ErrorSystemMode, ///< Error determining the system mode
ErrorLoader, ///< Error loading the specified application
ErrorLoader_ErrorEncrypted, ///< Error loading the specified application due to encryption
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ErrorLoader_ErrorInvalidFormat, ///< Error loading the specified application due to an
/// invalid format
ErrorSystemFiles, ///< Error in finding system files
ErrorSharedFont, ///< Error in finding shared font
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ErrorVideoCore, ///< Error in the video core
ErrorUnsupportedArch, ///< Unsupported Architecture (32-Bit ROMs)
ErrorUnknown ///< Any other error
};
/**
* Run the core CPU loop
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* This function runs the core for the specified number of CPU instructions before trying to
* update hardware. This is much faster than SingleStep (and should be equivalent), as the CPU
* is not required to do a full dispatch with each instruction. NOTE: the number of instructions
* requested is not guaranteed to run, as this will be interrupted preemptively if a hardware
* update is requested (e.g. on a thread switch).
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* @param tight_loop If false, the CPU single-steps.
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* @return Result status, indicating whether or not the operation succeeded.
*/
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ResultStatus RunLoop(bool tight_loop = true);
/**
* Step the CPU one instruction
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* @return Result status, indicating whether or not the operation succeeded.
*/
ResultStatus SingleStep();
/// Shutdown the emulated system.
void Shutdown();
/**
* Load an executable application.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param filepath String path to the executable application to load on the host file system.
* @returns ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Load(EmuWindow* emu_window, const std::string& filepath);
/**
* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
* application).
* @returns True if the emulated system is powered on, otherwise false.
*/
bool IsPoweredOn() const {
return cpu_core != nullptr;
}
/**
* Returns a reference to the telemetry session for this emulation session.
* @returns Reference to the telemetry session.
*/
Core::TelemetrySession& TelemetrySession() const {
return *telemetry_session;
}
/// Prepare the core emulation for a reschedule
void PrepareReschedule();
PerfStats::Results GetAndResetPerfStats();
/**
* Gets a reference to the emulated CPU.
* @returns A reference to the emulated CPU.
*/
ARM_Interface& CPU() {
return *cpu_core;
}
Tegra::GPU& GPU() {
return *gpu_core;
}
Kernel::Scheduler& Scheduler() {
return *scheduler;
}
Kernel::SharedPtr<Kernel::Process>& CurrentProcess() {
return current_process;
}
PerfStats perf_stats;
FrameLimiter frame_limiter;
void SetStatus(ResultStatus new_status, const char* details = nullptr) {
status = new_status;
if (details) {
status_details = details;
}
}
const std::string& GetStatusDetails() const {
return status_details;
}
Loader::AppLoader& GetAppLoader() const {
return *app_loader;
}
void SetGPUDebugContext(std::shared_ptr<Tegra::DebugContext> context) {
debug_context = std::move(context);
}
std::shared_ptr<Tegra::DebugContext> GetGPUDebugContext() const {
return debug_context;
}
private:
/**
* Initialize the emulated system.
* @param emu_window Pointer to the host-system window used for video output and keyboard input.
* @param system_mode The system mode.
* @return ResultStatus code, indicating if the operation succeeded.
*/
ResultStatus Init(EmuWindow* emu_window, u32 system_mode);
/// Reschedule the core emulation
void Reschedule();
/// AppLoader used to load the current executing application
std::unique_ptr<Loader::AppLoader> app_loader;
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std::shared_ptr<ARM_Interface> cpu_core;
std::unique_ptr<Kernel::Scheduler> scheduler;
std::unique_ptr<Tegra::GPU> gpu_core;
std::shared_ptr<Tegra::DebugContext> debug_context;
Kernel::SharedPtr<Kernel::Process> current_process;
/// When true, signals that a reschedule should happen
bool reschedule_pending{};
/// Telemetry session for this emulation session
std::unique_ptr<Core::TelemetrySession> telemetry_session;
static System s_instance;
ResultStatus status = ResultStatus::Success;
std::string status_details = "";
};
inline ARM_Interface& CPU() {
return System::GetInstance().CPU();
}
inline TelemetrySession& Telemetry() {
return System::GetInstance().TelemetrySession();
}
inline Kernel::SharedPtr<Kernel::Process>& CurrentProcess() {
return System::GetInstance().CurrentProcess();
}
} // namespace Core