From e2457418dae19b889b2ad85255bb95d4cd0e4bff Mon Sep 17 00:00:00 2001 From: Lioncash Date: Thu, 30 Aug 2018 10:50:54 -0400 Subject: [PATCH] core: Make the main System class use the PImpl idiom core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion. --- src/core/core.cpp | 561 ++++++++++++------ src/core/core.h | 138 ++--- .../service/nvdrv/devices/nvdisp_disp0.cpp | 3 +- src/core/hle/service/nvflinger/nvflinger.cpp | 3 +- .../renderer_opengl/renderer_opengl.cpp | 7 +- 5 files changed, 410 insertions(+), 302 deletions(-) diff --git a/src/core/core.cpp b/src/core/core.cpp index 2293669e5..75c259068 100644 --- a/src/core/core.cpp +++ b/src/core/core.cpp @@ -27,71 +27,9 @@ namespace Core { /*static*/ System System::s_instance; -System::System() = default; - -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()) { - 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; - } - } - - if (GDBStub::IsServerEnabled()) { - GDBStub::SetCpuStepFlag(false); - } - - return status; -} - -System::ResultStatus System::SingleStep() { - return RunLoop(false); -} - -static FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs, - const std::string& path) { +namespace { +FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs, + const std::string& path) { // To account for split 00+01+etc files. std::string dir_name; std::string filename; @@ -121,41 +59,267 @@ static FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem return vfs->OpenFile(path, FileSys::Mode::Read); } +/// Runs a CPU core while the system is powered on +void RunCpuCore(std::shared_ptr cpu_state) { + while (Core::System::GetInstance().IsPoweredOn()) { + cpu_state->RunLoop(true); + } +} +} // Anonymous namespace + +struct System::Impl { + Cpu& CurrentCpuCore() { + 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]; + } + + ResultStatus 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()) { + 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; + } + } + + if (GDBStub::IsServerEnabled()) { + GDBStub::SetCpuStepFlag(false); + } + + return status; + } + + ResultStatus Init(Frontend::EmuWindow& emu_window) { + LOG_DEBUG(HW_Memory, "initialized OK"); + + CoreTiming::Init(); + kernel.Initialize(); + + // Create a default fs if one doesn't already exist. + if (virtual_filesystem == nullptr) + virtual_filesystem = std::make_shared(); + + current_process = Kernel::Process::Create(kernel, "main"); + + cpu_barrier = std::make_shared(); + cpu_exclusive_monitor = Cpu::MakeExclusiveMonitor(cpu_cores.size()); + for (size_t index = 0; index < cpu_cores.size(); ++index) { + cpu_cores[index] = std::make_shared(cpu_exclusive_monitor, cpu_barrier, index); + } + + telemetry_session = std::make_unique(); + service_manager = std::make_shared(); + + Service::Init(service_manager, virtual_filesystem); + GDBStub::Init(); + + renderer = VideoCore::CreateRenderer(emu_window); + if (!renderer->Init()) { + return ResultStatus::ErrorVideoCore; + } + + gpu_core = std::make_unique(renderer->Rasterizer()); + + // 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; + } + + ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath) { + app_loader = Loader::GetLoader(GetGameFileFromPath(virtual_filesystem, 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)); + + return ResultStatus::ErrorSystemMode; + } + + ResultStatus init_result{Init(emu_window)}; + if (init_result != ResultStatus::Success) { + LOG_CRITICAL(Core, "Failed to initialize system (Error {})!", + static_cast(init_result)); + Shutdown(); + return init_result; + } + + const Loader::ResultStatus load_result{app_loader->Load(current_process)}; + if (load_result != Loader::ResultStatus::Success) { + LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast(load_result)); + Shutdown(); + + return static_cast(static_cast(ResultStatus::ErrorLoader) + + static_cast(load_result)); + } + status = ResultStatus::Success; + return status; + } + + void 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 + renderer.reset(); + GDBStub::Shutdown(); + Service::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(); + + // Shutdown kernel and core timing + kernel.Shutdown(); + CoreTiming::Shutdown(); + + // Close app loader + app_loader.reset(); + + LOG_DEBUG(Core, "Shutdown OK"); + } + + Loader::ResultStatus GetGameName(std::string& out) const { + if (app_loader == nullptr) + return Loader::ResultStatus::ErrorNotInitialized; + return app_loader->ReadTitle(out); + } + + void SetStatus(ResultStatus new_status, const char* details = nullptr) { + status = new_status; + if (details) { + status_details = details; + } + } + + PerfStats::Results GetAndResetPerfStats() { + return perf_stats.GetAndResetStats(CoreTiming::GetGlobalTimeUs()); + } + + Kernel::KernelCore kernel; + /// RealVfsFilesystem instance + FileSys::VirtualFilesystem virtual_filesystem; + /// AppLoader used to load the current executing application + std::unique_ptr app_loader; + std::unique_ptr renderer; + std::unique_ptr gpu_core; + std::shared_ptr debug_context; + Kernel::SharedPtr current_process; + std::shared_ptr cpu_exclusive_monitor; + std::shared_ptr cpu_barrier; + std::array, NUM_CPU_CORES> cpu_cores; + std::array, NUM_CPU_CORES - 1> cpu_core_threads; + size_t active_core{}; ///< Active core, only used in single thread mode + + /// Service manager + std::shared_ptr service_manager; + + /// Telemetry session for this emulation session + std::unique_ptr telemetry_session; + + ResultStatus status = ResultStatus::Success; + std::string status_details = ""; + + /// Map of guest threads to CPU cores + std::map> thread_to_cpu; + + Core::PerfStats perf_stats; + Core::FrameLimiter frame_limiter; +}; + +System::System() : impl{std::make_unique()} {} +System::~System() = default; + +Cpu& System::CurrentCpuCore() { + return impl->CurrentCpuCore(); +} + +System::ResultStatus System::RunLoop(bool tight_loop) { + return impl->RunLoop(tight_loop); +} + +System::ResultStatus System::SingleStep() { + return RunLoop(false); +} + +void System::InvalidateCpuInstructionCaches() { + for (auto& cpu : impl->cpu_cores) { + cpu->ArmInterface().ClearInstructionCache(); + } +} + System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::string& filepath) { - app_loader = Loader::GetLoader(GetGameFileFromPath(virtual_filesystem, filepath)); + return impl->Load(emu_window, 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)); - - return ResultStatus::ErrorSystemMode; - } - - ResultStatus init_result{Init(emu_window)}; - 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 (load_result != Loader::ResultStatus::Success) { - LOG_CRITICAL(Core, "Failed to load ROM (Error {})!", static_cast(load_result)); - System::Shutdown(); - - return static_cast(static_cast(ResultStatus::ErrorLoader) + - static_cast(load_result)); - } - status = ResultStatus::Success; - return status; +bool System::IsPoweredOn() const { + return impl->cpu_barrier && impl->cpu_barrier->IsAlive(); } void System::PrepareReschedule() { @@ -163,131 +327,134 @@ void System::PrepareReschedule() { } PerfStats::Results System::GetAndResetPerfStats() { - return perf_stats.GetAndResetStats(CoreTiming::GetGlobalTimeUs()); + return impl->GetAndResetPerfStats(); +} + +Core::TelemetrySession& System::TelemetrySession() const { + return *impl->telemetry_session; +} + +ARM_Interface& System::CurrentArmInterface() { + return CurrentCpuCore().ArmInterface(); +} + +size_t System::CurrentCoreIndex() { + return CurrentCpuCore().CoreIndex(); +} + +Kernel::Scheduler& System::CurrentScheduler() { + return *CurrentCpuCore().Scheduler(); } const std::shared_ptr& System::Scheduler(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); - return cpu_cores[core_index]->Scheduler(); + return impl->cpu_cores[core_index]->Scheduler(); } -Kernel::KernelCore& System::Kernel() { - return kernel; -} - -const Kernel::KernelCore& System::Kernel() const { - return kernel; +Kernel::SharedPtr& System::CurrentProcess() { + return impl->current_process; } ARM_Interface& System::ArmInterface(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); - return cpu_cores[core_index]->ArmInterface(); + return impl->cpu_cores[core_index]->ArmInterface(); } Cpu& System::CpuCore(size_t core_index) { ASSERT(core_index < NUM_CPU_CORES); - return *cpu_cores[core_index]; + return *impl->cpu_cores[core_index]; +} + +ExclusiveMonitor& System::Monitor() { + return *impl->cpu_exclusive_monitor; +} + +Tegra::GPU& System::GPU() { + return *impl->gpu_core; +} + +const Tegra::GPU& System::GPU() const { + return *impl->gpu_core; +} + +VideoCore::RendererBase& System::Renderer() { + return *impl->renderer; +} + +const VideoCore::RendererBase& System::Renderer() const { + return *impl->renderer; +} + +Kernel::KernelCore& System::Kernel() { + return impl->kernel; +} + +const Kernel::KernelCore& System::Kernel() const { + return impl->kernel; +} + +Core::PerfStats& System::GetPerfStats() { + return impl->perf_stats; +} + +const Core::PerfStats& System::GetPerfStats() const { + return impl->perf_stats; +} + +Core::FrameLimiter& System::FrameLimiter() { + return impl->frame_limiter; +} + +const Core::FrameLimiter& System::FrameLimiter() const { + return impl->frame_limiter; +} + +Loader::ResultStatus System::GetGameName(std::string& out) const { + return impl->GetGameName(out); +} + +void System::SetStatus(ResultStatus new_status, const char* details) { + impl->SetStatus(new_status, details); +} + +const std::string& System::GetStatusDetails() const { + return impl->status_details; +} + +Loader::AppLoader& System::GetAppLoader() const { + return *impl->app_loader; +} + +void System::SetGPUDebugContext(std::shared_ptr context) { + impl->debug_context = std::move(context); +} + +std::shared_ptr System::GetGPUDebugContext() const { + return impl->debug_context; +} + +void System::SetFilesystem(FileSys::VirtualFilesystem vfs) { + impl->virtual_filesystem = std::move(vfs); +} + +FileSys::VirtualFilesystem System::GetFilesystem() const { + return impl->virtual_filesystem; } System::ResultStatus System::Init(Frontend::EmuWindow& emu_window) { - LOG_DEBUG(HW_Memory, "initialized OK"); - - CoreTiming::Init(); - kernel.Initialize(); - - // Create a default fs if one doesn't already exist. - if (virtual_filesystem == nullptr) - virtual_filesystem = std::make_shared(); - - current_process = Kernel::Process::Create(kernel, "main"); - - cpu_barrier = std::make_shared(); - cpu_exclusive_monitor = Cpu::MakeExclusiveMonitor(cpu_cores.size()); - for (size_t index = 0; index < cpu_cores.size(); ++index) { - cpu_cores[index] = std::make_shared(cpu_exclusive_monitor, cpu_barrier, index); - } - - telemetry_session = std::make_unique(); - service_manager = std::make_shared(); - - Service::Init(service_manager, virtual_filesystem); - GDBStub::Init(); - - renderer = VideoCore::CreateRenderer(emu_window); - if (!renderer->Init()) { - return ResultStatus::ErrorVideoCore; - } - - gpu_core = std::make_unique(renderer->Rasterizer()); - - // 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; + return impl->Init(emu_window); } 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 - renderer.reset(); - GDBStub::Shutdown(); - Service::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(); - - // Shutdown kernel and core timing - kernel.Shutdown(); - CoreTiming::Shutdown(); - - // Close app loader - app_loader.reset(); - - LOG_DEBUG(Core, "Shutdown OK"); + impl->Shutdown(); } Service::SM::ServiceManager& System::ServiceManager() { - return *service_manager; + return *impl->service_manager; } const Service::SM::ServiceManager& System::ServiceManager() const { - return *service_manager; + return *impl->service_manager; } } // namespace Core diff --git a/src/core/core.h b/src/core/core.h index 2c18f7193..984e8f94c 100644 --- a/src/core/core.h +++ b/src/core/core.h @@ -94,11 +94,7 @@ public: * This function should only be used by GDB Stub to support breakpoints, memory updates and * step/continue commands. */ - void InvalidateCpuInstructionCaches() { - for (auto& cpu : cpu_cores) { - cpu->ArmInterface().ClearInstructionCache(); - } - } + void InvalidateCpuInstructionCaches(); /// Shutdown the emulated system. void Shutdown(); @@ -117,17 +113,13 @@ public: * application). * @returns True if the emulated system is powered on, otherwise false. */ - bool IsPoweredOn() const { - return cpu_barrier && cpu_barrier->IsAlive(); - } + bool IsPoweredOn() const; /** * Returns a reference to the telemetry session for this emulation session. * @returns Reference to the telemetry session. */ - Core::TelemetrySession& TelemetrySession() const { - return *telemetry_session; - } + Core::TelemetrySession& TelemetrySession() const; /// Prepare the core emulation for a reschedule void PrepareReschedule(); @@ -136,14 +128,13 @@ public: PerfStats::Results GetAndResetPerfStats(); /// Gets an ARM interface to the CPU core that is currently running - ARM_Interface& CurrentArmInterface() { - return CurrentCpuCore().ArmInterface(); - } + ARM_Interface& CurrentArmInterface(); /// Gets the index of the currently running CPU core - size_t CurrentCoreIndex() { - return CurrentCpuCore().CoreIndex(); - } + size_t CurrentCoreIndex(); + + /// Gets the scheduler for the CPU core that is currently running + Kernel::Scheduler& CurrentScheduler(); /// Gets an ARM interface to the CPU core with the specified index ARM_Interface& ArmInterface(size_t core_index); @@ -151,43 +142,26 @@ public: /// Gets a CPU interface to the CPU core with the specified index Cpu& CpuCore(size_t core_index); + /// Gets the exclusive monitor + ExclusiveMonitor& Monitor(); + /// Gets a mutable reference to the GPU interface - Tegra::GPU& GPU() { - return *gpu_core; - } + Tegra::GPU& GPU(); /// Gets an immutable reference to the GPU interface. - const Tegra::GPU& GPU() const { - return *gpu_core; - } + const Tegra::GPU& GPU() const; /// Gets a mutable reference to the renderer. - VideoCore::RendererBase& Renderer() { - return *renderer; - } + VideoCore::RendererBase& Renderer(); /// Gets an immutable reference to the renderer. - const VideoCore::RendererBase& Renderer() const { - return *renderer; - } - - /// Gets the scheduler for the CPU core that is currently running - Kernel::Scheduler& CurrentScheduler() { - return *CurrentCpuCore().Scheduler(); - } - - /// Gets the exclusive monitor - ExclusiveMonitor& Monitor() { - return *cpu_exclusive_monitor; - } + const VideoCore::RendererBase& Renderer() const; /// Gets the scheduler for the CPU core with the specified index const std::shared_ptr& Scheduler(size_t core_index); /// Gets the current process - Kernel::SharedPtr& CurrentProcess() { - return current_process; - } + Kernel::SharedPtr& CurrentProcess(); /// Provides a reference to the kernel instance. Kernel::KernelCore& Kernel(); @@ -195,49 +169,37 @@ public: /// Provides a constant reference to the kernel instance. const Kernel::KernelCore& Kernel() const; + /// Provides a reference to the internal PerfStats instance. + Core::PerfStats& GetPerfStats(); + + /// Provides a constant reference to the internal PerfStats instance. + const Core::PerfStats& GetPerfStats() const; + + /// Provides a reference to the frame limiter; + Core::FrameLimiter& FrameLimiter(); + + /// Provides a constant referent to the frame limiter + const Core::FrameLimiter& FrameLimiter() const; + /// Gets the name of the current game - Loader::ResultStatus GetGameName(std::string& out) const { - if (app_loader == nullptr) - return Loader::ResultStatus::ErrorNotInitialized; - return app_loader->ReadTitle(out); - } + Loader::ResultStatus GetGameName(std::string& out) const; - PerfStats perf_stats; - FrameLimiter frame_limiter; + void SetStatus(ResultStatus new_status, const char* details); - void SetStatus(ResultStatus new_status, const char* details = nullptr) { - status = new_status; - if (details) { - status_details = details; - } - } + const std::string& GetStatusDetails() const; - const std::string& GetStatusDetails() const { - return status_details; - } - - Loader::AppLoader& GetAppLoader() const { - return *app_loader; - } + Loader::AppLoader& GetAppLoader() const; Service::SM::ServiceManager& ServiceManager(); const Service::SM::ServiceManager& ServiceManager() const; - void SetGPUDebugContext(std::shared_ptr context) { - debug_context = std::move(context); - } + void SetGPUDebugContext(std::shared_ptr context); - std::shared_ptr GetGPUDebugContext() const { - return debug_context; - } + std::shared_ptr GetGPUDebugContext() const; - void SetFilesystem(FileSys::VirtualFilesystem vfs) { - virtual_filesystem = std::move(vfs); - } + void SetFilesystem(FileSys::VirtualFilesystem vfs); - FileSys::VirtualFilesystem GetFilesystem() const { - return virtual_filesystem; - } + FileSys::VirtualFilesystem GetFilesystem() const; private: System(); @@ -253,34 +215,10 @@ private: */ ResultStatus Init(Frontend::EmuWindow& emu_window); - Kernel::KernelCore kernel; - /// RealVfsFilesystem instance - FileSys::VirtualFilesystem virtual_filesystem; - /// AppLoader used to load the current executing application - std::unique_ptr app_loader; - std::unique_ptr renderer; - std::unique_ptr gpu_core; - std::shared_ptr debug_context; - Kernel::SharedPtr current_process; - std::shared_ptr cpu_exclusive_monitor; - std::shared_ptr cpu_barrier; - std::array, NUM_CPU_CORES> cpu_cores; - std::array, NUM_CPU_CORES - 1> cpu_core_threads; - size_t active_core{}; ///< Active core, only used in single thread mode - - /// Service manager - std::shared_ptr service_manager; - - /// Telemetry session for this emulation session - std::unique_ptr telemetry_session; + struct Impl; + std::unique_ptr impl; static System s_instance; - - ResultStatus status = ResultStatus::Success; - std::string status_details = ""; - - /// Map of guest threads to CPU cores - std::map> thread_to_cpu; }; inline ARM_Interface& CurrentArmInterface() { diff --git a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp index 8bc49935a..0b37098e1 100644 --- a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp +++ b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp @@ -7,6 +7,7 @@ #include "core/core.h" #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h" #include "core/hle/service/nvdrv/devices/nvmap.h" +#include "core/perf_stats.h" #include "video_core/gpu.h" #include "video_core/renderer_base.h" @@ -31,7 +32,7 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3 transform, crop_rect}; auto& instance = Core::System::GetInstance(); - instance.perf_stats.EndGameFrame(); + instance.GetPerfStats().EndGameFrame(); instance.Renderer().SwapBuffers(framebuffer); } diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp index 3996c24fe..06040da6f 100644 --- a/src/core/hle/service/nvflinger/nvflinger.cpp +++ b/src/core/hle/service/nvflinger/nvflinger.cpp @@ -17,6 +17,7 @@ #include "core/hle/service/nvdrv/nvdrv.h" #include "core/hle/service/nvflinger/buffer_queue.h" #include "core/hle/service/nvflinger/nvflinger.h" +#include "core/perf_stats.h" #include "video_core/renderer_base.h" #include "video_core/video_core.h" @@ -137,7 +138,7 @@ void NVFlinger::Compose() { auto& system_instance = Core::System::GetInstance(); // There was no queued buffer to draw, render previous frame - system_instance.perf_stats.EndGameFrame(); + system_instance.GetPerfStats().EndGameFrame(); system_instance.Renderer().SwapBuffers({}); continue; } diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 73d6419b4..3c4a9f17c 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -14,6 +14,7 @@ #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/memory.h" +#include "core/perf_stats.h" #include "core/settings.h" #include "core/tracer/recorder.h" #include "video_core/renderer_opengl/gl_rasterizer.h" @@ -115,7 +116,7 @@ RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers(boost::optional framebuffer) { ScopeAcquireGLContext acquire_context{render_window}; - Core::System::GetInstance().perf_stats.EndSystemFrame(); + Core::System::GetInstance().GetPerfStats().EndSystemFrame(); // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); @@ -140,8 +141,8 @@ void RendererOpenGL::SwapBuffers(boost::optional