3f17fe7133
Given we now have the kernel as a class, it doesn't make sense to keep the current process pointer within the System class, as processes are related to the kernel. This also gets rid of a subtle case where memory wouldn't be freed on core shutdown, as the current_process pointer would never be reset, causing the pointed to contents to continue to live.
253 lines
7.6 KiB
C++
253 lines
7.6 KiB
C++
// 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
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#include <cstddef>
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#include <memory>
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#include <string>
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#include "common/common_types.h"
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#include "core/hle/kernel/object.h"
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namespace Core::Frontend {
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class EmuWindow;
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} // namespace Core::Frontend
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namespace FileSys {
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class VfsFilesystem;
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} // namespace FileSys
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namespace Kernel {
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class KernelCore;
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class Process;
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class Scheduler;
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} // namespace Kernel
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namespace Loader {
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class AppLoader;
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enum class ResultStatus : u16;
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} // namespace Loader
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namespace Service::SM {
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class ServiceManager;
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} // namespace Service::SM
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namespace Tegra {
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class DebugContext;
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class GPU;
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} // namespace Tegra
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namespace VideoCore {
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class RendererBase;
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} // namespace VideoCore
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namespace Core {
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class ARM_Interface;
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class Cpu;
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class ExclusiveMonitor;
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class FrameLimiter;
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class PerfStats;
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class TelemetrySession;
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struct PerfStatsResults;
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class System {
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public:
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System(const System&) = delete;
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System& operator=(const System&) = delete;
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System(System&&) = delete;
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System& operator=(System&&) = delete;
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~System();
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/**
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* Gets the instance of the System singleton class.
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* @returns Reference to the instance of the System singleton class.
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*/
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static System& GetInstance() {
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return s_instance;
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}
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/// Enumeration representing the return values of the System Initialize and Load process.
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enum class ResultStatus : u32 {
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Success, ///< Succeeded
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ErrorNotInitialized, ///< Error trying to use core prior to initialization
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ErrorGetLoader, ///< Error finding the correct application loader
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ErrorSystemMode, ///< Error determining the system mode
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ErrorSystemFiles, ///< Error in finding system files
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ErrorSharedFont, ///< Error in finding shared font
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ErrorVideoCore, ///< Error in the video core
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ErrorUnknown, ///< Any other error
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ErrorLoader, ///< The base for loader errors (too many to repeat)
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};
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/**
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* Run the core CPU loop
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* This function runs the core for the specified number of CPU instructions before trying to
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* update hardware. This is much faster than SingleStep (and should be equivalent), as the CPU
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* is not required to do a full dispatch with each instruction. NOTE: the number of instructions
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* requested is not guaranteed to run, as this will be interrupted preemptively if a hardware
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* 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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*/
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ResultStatus RunLoop(bool tight_loop = true);
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/**
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* Step the CPU one instruction
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* @return Result status, indicating whether or not the operation succeeded.
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*/
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ResultStatus SingleStep();
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/**
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* Invalidate the CPU instruction caches
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* This function should only be used by GDB Stub to support breakpoints, memory updates and
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* step/continue commands.
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*/
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void InvalidateCpuInstructionCaches();
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/// Shutdown the emulated system.
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void Shutdown();
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/**
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* Load an executable application.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @param filepath String path to the executable application to load on the host file system.
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* @returns ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Load(Frontend::EmuWindow& emu_window, const std::string& filepath);
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/**
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* Indicates if the emulated system is powered on (all subsystems initialized and able to run an
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* application).
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* @returns True if the emulated system is powered on, otherwise false.
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*/
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bool IsPoweredOn() const;
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/**
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* Returns a reference to the telemetry session for this emulation session.
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* @returns Reference to the telemetry session.
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*/
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Core::TelemetrySession& TelemetrySession() const;
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/// Prepare the core emulation for a reschedule
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void PrepareReschedule();
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/// Gets and resets core performance statistics
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PerfStatsResults GetAndResetPerfStats();
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/// Gets an ARM interface to the CPU core that is currently running
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ARM_Interface& CurrentArmInterface();
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/// Gets the index of the currently running CPU core
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size_t CurrentCoreIndex();
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/// Gets the scheduler for the CPU core that is currently running
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Kernel::Scheduler& CurrentScheduler();
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/// Gets an ARM interface to the CPU core with the specified index
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ARM_Interface& ArmInterface(size_t core_index);
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/// Gets a CPU interface to the CPU core with the specified index
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Cpu& CpuCore(size_t core_index);
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/// Gets the exclusive monitor
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ExclusiveMonitor& Monitor();
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/// Gets a mutable reference to the GPU interface
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Tegra::GPU& GPU();
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/// Gets an immutable reference to the GPU interface.
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const Tegra::GPU& GPU() const;
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/// Gets a mutable reference to the renderer.
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VideoCore::RendererBase& Renderer();
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/// Gets an immutable reference to the renderer.
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const VideoCore::RendererBase& Renderer() const;
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/// Gets the scheduler for the CPU core with the specified index
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const std::shared_ptr<Kernel::Scheduler>& Scheduler(size_t core_index);
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/// Provides a reference to the current process
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Kernel::SharedPtr<Kernel::Process>& CurrentProcess();
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/// Provides a constant reference to the current process.
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const Kernel::SharedPtr<Kernel::Process>& CurrentProcess() const;
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/// Provides a reference to the kernel instance.
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Kernel::KernelCore& Kernel();
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/// Provides a constant reference to the kernel instance.
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const Kernel::KernelCore& Kernel() const;
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/// Provides a reference to the internal PerfStats instance.
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Core::PerfStats& GetPerfStats();
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/// Provides a constant reference to the internal PerfStats instance.
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const Core::PerfStats& GetPerfStats() const;
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/// Provides a reference to the frame limiter;
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Core::FrameLimiter& FrameLimiter();
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/// Provides a constant referent to the frame limiter
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const Core::FrameLimiter& FrameLimiter() const;
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/// Gets the name of the current game
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Loader::ResultStatus GetGameName(std::string& out) const;
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void SetStatus(ResultStatus new_status, const char* details);
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const std::string& GetStatusDetails() const;
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Loader::AppLoader& GetAppLoader() const;
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Service::SM::ServiceManager& ServiceManager();
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const Service::SM::ServiceManager& ServiceManager() const;
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void SetGPUDebugContext(std::shared_ptr<Tegra::DebugContext> context);
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Tegra::DebugContext* GetGPUDebugContext() const;
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void SetFilesystem(std::shared_ptr<FileSys::VfsFilesystem> vfs);
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std::shared_ptr<FileSys::VfsFilesystem> GetFilesystem() const;
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private:
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System();
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/// Returns the currently running CPU core
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Cpu& CurrentCpuCore();
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/**
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* Initialize the emulated system.
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* @param emu_window Reference to the host-system window used for video output and keyboard
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* input.
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* @return ResultStatus code, indicating if the operation succeeded.
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*/
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ResultStatus Init(Frontend::EmuWindow& emu_window);
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struct Impl;
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std::unique_ptr<Impl> impl;
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static System s_instance;
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};
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inline ARM_Interface& CurrentArmInterface() {
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return System::GetInstance().CurrentArmInterface();
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}
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inline TelemetrySession& Telemetry() {
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return System::GetInstance().TelemetrySession();
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}
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inline Kernel::SharedPtr<Kernel::Process>& CurrentProcess() {
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return System::GetInstance().CurrentProcess();
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}
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} // namespace Core
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