Duckstation/src/core/system.h

539 lines
16 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/timer.h"
#include "settings.h"
#include "timing_event.h"
#include "types.h"
#include <memory>
#include <optional>
#include <string>
class ByteStream;
class CDImage;
class StateWrapper;
class Controller;
struct CheatCode;
class CheatList;
class GPUTexture;
class GrowableMemoryByteStream;
namespace BIOS {
struct ImageInfo;
struct Hash;
} // namespace BIOS
namespace GameDatabase {
struct Entry;
}
struct SystemBootParameters
{
SystemBootParameters();
SystemBootParameters(const SystemBootParameters&);
SystemBootParameters(SystemBootParameters&&);
SystemBootParameters(std::string filename_);
~SystemBootParameters();
std::string filename;
std::string save_state;
std::string override_exe;
std::string override_bios;
std::optional<bool> override_fast_boot;
std::optional<bool> override_fullscreen;
std::optional<bool> override_start_paused;
u32 media_playlist_index = 0;
bool load_image_to_ram = false;
bool force_software_renderer = false;
bool fast_forward_to_first_frame = false;
bool disable_achievements_hardcore_mode = false;
};
struct SaveStateInfo
{
std::string path;
std::time_t timestamp;
s32 slot;
bool global;
};
struct ExtendedSaveStateInfo
{
std::string title;
std::string serial;
std::string media_path;
std::time_t timestamp;
u32 screenshot_width;
u32 screenshot_height;
std::vector<u32> screenshot_data;
};
namespace System {
enum : u32
{
// 5 megabytes is sufficient for now, at the moment they're around 4.3MB, or 10.3MB with 8MB RAM enabled.
MAX_SAVE_STATE_SIZE = 11 * 1024 * 1024,
};
enum : s32
{
PER_GAME_SAVE_STATE_SLOTS = 10,
GLOBAL_SAVE_STATE_SLOTS = 10
};
enum : TickCount
{
MASTER_CLOCK = 44100 * 0x300 // 33868800Hz or 33.8688MHz, also used as CPU clock
};
enum class State
{
Shutdown,
Starting,
Running,
Paused,
Stopping,
};
using GameHash = u64;
extern TickCount g_ticks_per_second;
/// Returns true if the filename is a PlayStation executable we can inject.
bool IsExeFileName(const std::string_view& path);
/// Returns true if the filename is a Portable Sound Format file we can uncompress/load.
bool IsPsfFileName(const std::string_view& path);
/// Returns true if the filename is one we can load.
bool IsLoadableFilename(const std::string_view& path);
/// Returns true if the filename is a save state.
bool IsSaveStateFilename(const std::string_view& path);
/// Returns the preferred console type for a disc.
ConsoleRegion GetConsoleRegionForDiscRegion(DiscRegion region);
std::string GetExecutableNameForImage(CDImage* cdi, bool strip_subdirectories);
bool ReadExecutableFromImage(CDImage* cdi, std::string* out_executable_name, std::vector<u8>* out_executable_data);
std::string GetGameHashId(GameHash hash);
bool GetGameDetailsFromImage(CDImage* cdi, std::string* out_id, GameHash* out_hash);
DiscRegion GetRegionForSerial(std::string_view serial);
DiscRegion GetRegionFromSystemArea(CDImage* cdi);
DiscRegion GetRegionForImage(CDImage* cdi);
DiscRegion GetRegionForExe(const char* path);
DiscRegion GetRegionForPsf(const char* path);
std::optional<DiscRegion> GetRegionForPath(const char* image_path);
/// Returns the path for the game settings ini file for the specified serial.
std::string GetGameSettingsPath(const std::string_view& game_serial);
/// Returns the path for the input profile ini file with the specified name (may not exist).
std::string GetInputProfilePath(const std::string_view& name);
State GetState();
void SetState(State new_state);
bool IsRunning();
bool IsExecutionInterrupted();
bool IsPaused();
bool IsShutdown();
bool IsValid();
bool IsValidOrInitializing();
bool IsExecuting();
bool IsStartupCancelled();
void CancelPendingStartup();
void InterruptExecution();
ConsoleRegion GetRegion();
DiscRegion GetDiscRegion();
bool IsPALRegion();
ALWAYS_INLINE TickCount GetTicksPerSecond()
{
return g_ticks_per_second;
}
ALWAYS_INLINE_RELEASE TickCount ScaleTicksToOverclock(TickCount ticks)
{
if (!g_settings.cpu_overclock_active)
return ticks;
return static_cast<TickCount>(((static_cast<u64>(static_cast<u32>(ticks)) * g_settings.cpu_overclock_numerator) +
(g_settings.cpu_overclock_denominator - 1)) /
g_settings.cpu_overclock_denominator);
}
ALWAYS_INLINE_RELEASE TickCount UnscaleTicksToOverclock(TickCount ticks, TickCount* remainder)
{
if (!g_settings.cpu_overclock_active)
return ticks;
const u64 num =
(static_cast<u32>(ticks) * static_cast<u64>(g_settings.cpu_overclock_denominator)) + static_cast<u32>(*remainder);
const TickCount t = static_cast<u32>(num / g_settings.cpu_overclock_numerator);
*remainder = static_cast<u32>(num % g_settings.cpu_overclock_numerator);
return t;
}
TickCount GetMaxSliceTicks();
void UpdateOverclock();
/// Injects a PS-EXE into memory at its specified load location. If patch_loader is set, the BIOS will be patched to
/// direct execution to this executable.
bool InjectEXEFromBuffer(const void* buffer, u32 buffer_size, bool patch_loader = true);
u32 GetFrameNumber();
u32 GetInternalFrameNumber();
void IncrementInternalFrameNumber();
void FrameDone();
const std::string& GetDiscPath();
const std::string& GetGameSerial();
const std::string& GetGameTitle();
const GameDatabase::Entry* GetGameDatabaseEntry();
GameHash GetGameHash();
bool IsRunningUnknownGame();
bool WasFastBooted();
/// Returns the time elapsed in the current play session.
u64 GetSessionPlayedTime();
const BIOS::ImageInfo* GetBIOSImageInfo();
const BIOS::Hash& GetBIOSHash();
// TODO: Move to PerformanceMetrics
static constexpr u32 NUM_FRAME_TIME_SAMPLES = 150;
using FrameTimeHistory = std::array<float, NUM_FRAME_TIME_SAMPLES>;
float GetFPS();
float GetVPS();
float GetEmulationSpeed();
float GetAverageFrameTime();
float GetMinimumFrameTime();
float GetMaximumFrameTime();
float GetThrottleFrequency();
float GetCPUThreadUsage();
float GetCPUThreadAverageTime();
float GetSWThreadUsage();
float GetSWThreadAverageTime();
float GetGPUUsage();
float GetGPUAverageTime();
const FrameTimeHistory& GetFrameTimeHistory();
u32 GetFrameTimeHistoryPos();
/// Loads global settings (i.e. EmuConfig).
void LoadSettings(bool display_osd_messages);
void SetDefaultSettings(SettingsInterface& si);
/// Reloads settings, and applies any changes present.
void ApplySettings(bool display_osd_messages);
/// Reloads game specific settings, and applys any changes present.
bool ReloadGameSettings(bool display_osd_messages);
bool BootSystem(SystemBootParameters parameters);
void PauseSystem(bool paused);
void ResetSystem();
/// Loads state from the specified filename.
bool LoadState(const char* filename);
bool SaveState(const char* filename, bool backup_existing_save);
bool SaveResumeState();
/// Memory save states - only for internal use.
struct MemorySaveState
{
std::unique_ptr<GPUTexture> vram_texture;
std::unique_ptr<GrowableMemoryByteStream> state_stream;
};
bool SaveMemoryState(MemorySaveState* mss);
bool LoadMemoryState(const MemorySaveState& mss);
bool LoadStateFromStream(ByteStream* stream, bool update_display, bool ignore_media = false);
bool SaveStateToStream(ByteStream* state, u32 screenshot_size = 256, u32 compression_method = 0,
bool ignore_media = false);
/// Runs the VM until the CPU execution is canceled.
void Execute();
/// Switches the GPU renderer by saving state, recreating the display window, and restoring state (if needed).
void RecreateSystem();
/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
bool RecreateGPU(GPURenderer renderer, bool force_recreate_device = false, bool update_display = true);
void SingleStepCPU();
/// Sets target emulation speed.
float GetTargetSpeed();
/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
void SetThrottleFrequency(float frequency);
/// Updates the throttle period, call when target emulation speed changes.
void UpdateThrottlePeriod();
void ResetThrottler();
void UpdatePerformanceCounters();
void ResetPerformanceCounters();
/// Resets vsync/max present fps state.
void UpdateDisplaySync();
// Access controllers for simulating input.
Controller* GetController(u32 slot);
void UpdateControllers();
void UpdateControllerSettings();
void ResetControllers();
void UpdateMemoryCardTypes();
void UpdatePerGameMemoryCards();
bool HasMemoryCard(u32 slot);
/// Swaps memory cards in slot 1/2.
void SwapMemoryCards();
void UpdateMultitaps();
/// Dumps RAM to a file.
bool DumpRAM(const char* filename);
/// Dumps video RAM to a file.
bool DumpVRAM(const char* filename);
/// Dumps sound RAM to a file.
bool DumpSPURAM(const char* filename);
bool HasMedia();
std::string GetMediaFileName();
bool InsertMedia(const char* path);
void RemoveMedia();
/// Returns true if this is a multi-subimage image (e.g. m3u).
bool HasMediaSubImages();
/// Returns the number of entries in the media/disc playlist.
u32 GetMediaSubImageCount();
/// Returns the current image from the media/disc playlist.
u32 GetMediaSubImageIndex();
/// Returns the index of the specified path in the playlist, or UINT32_MAX if it does not exist.
u32 GetMediaSubImageIndexForTitle(const std::string_view& title);
/// Returns the path to the specified playlist index.
std::string GetMediaSubImageTitle(u32 index);
/// Switches to the specified media/disc playlist index.
bool SwitchMediaSubImage(u32 index);
/// Returns true if there is currently a cheat list.
bool HasCheatList();
/// Accesses the current cheat list.
CheatList* GetCheatList();
/// Applies a single cheat code.
void ApplyCheatCode(const CheatCode& code);
/// Sets or clears the provided cheat list, applying every frame.
void SetCheatList(std::unique_ptr<CheatList> cheats);
/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
void CheckForSettingsChanges(const Settings& old_settings);
/// Updates throttler.
void UpdateSpeedLimiterState();
/// Toggles fast forward state.
bool IsFastForwardEnabled();
void SetFastForwardEnabled(bool enabled);
/// Toggles turbo state.
bool IsTurboEnabled();
void SetTurboEnabled(bool enabled);
/// Toggles rewind state.
bool IsRewinding();
void SetRewindState(bool enabled);
void DoFrameStep();
void DoToggleCheats();
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGameSaveStateFileName(const std::string_view& serial, s32 slot);
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGlobalSaveStateFileName(s32 slot);
/// Returns the most recent resume save state.
std::string GetMostRecentResumeSaveStatePath();
/// Returns the path to the cheat file for the specified game title.
std::string GetCheatFileName();
/// Powers off the system, optionally saving the resume state.
void ShutdownSystem(bool save_resume_state);
/// Returns true if an undo load state exists.
bool CanUndoLoadState();
/// Returns save state info for the undo slot, if present.
std::optional<ExtendedSaveStateInfo> GetUndoSaveStateInfo();
/// Undoes a load state, i.e. restores the state prior to the load.
bool UndoLoadState();
/// Returns a list of save states for the specified game code.
std::vector<SaveStateInfo> GetAvailableSaveStates(const char* serial);
/// Returns save state info if present. If serial is null or empty, assumes global state.
std::optional<SaveStateInfo> GetSaveStateInfo(const char* serial, s32 slot);
/// Returns save state info from opened save state stream.
std::optional<ExtendedSaveStateInfo> GetExtendedSaveStateInfo(const char* path);
/// Deletes save states for the specified game code. If resume is set, the resume state is deleted too.
void DeleteSaveStates(const char* serial, bool resume);
/// Returns intended output volume considering fast forwarding.
s32 GetAudioOutputVolume();
void UpdateVolume();
/// Returns true if currently dumping audio.
bool IsDumpingAudio();
/// Starts dumping audio to a file. If no file name is provided, one will be generated automatically.
bool StartDumpingAudio(const char* filename = nullptr);
/// Stops dumping audio to file if it has been started.
void StopDumpingAudio();
/// Saves a screenshot to the specified file. IF no file name is provided, one will be generated automatically.
bool SaveScreenshot(const char* filename = nullptr, bool full_resolution = true, bool apply_aspect_ratio = true,
bool compress_on_thread = true);
/// Loads the cheat list from the specified file.
bool LoadCheatList(const char* filename);
/// Loads the cheat list for the current game title from the user directory.
bool LoadCheatListFromGameTitle();
/// Loads the cheat list for the current game code from the built-in code database.
bool LoadCheatListFromDatabase();
/// Saves the current cheat list to the game title's file.
bool SaveCheatList();
/// Saves the current cheat list to the specified file.
bool SaveCheatList(const char* filename);
/// Deletes the cheat list, if present.
bool DeleteCheatList();
/// Removes all cheats from the cheat list.
void ClearCheatList(bool save_to_file);
/// Enables/disabled the specified cheat code.
void SetCheatCodeState(u32 index, bool enabled, bool save_to_file);
/// Immediately applies the specified cheat code.
void ApplyCheatCode(u32 index);
/// Toggle Widescreen Hack and Aspect Ratio
void ToggleWidescreen();
/// Returns true if fast forwarding or slow motion is currently active.
bool IsRunningAtNonStandardSpeed();
/// Returns true if vsync should be used.
bool ShouldUseVSync();
/// Quick switch between software and hardware rendering.
void ToggleSoftwareRendering();
/// Resizes the render window to the display size, with an optional scale.
/// If the scale is set to 0, the internal resolution will be used, otherwise it is treated as a multiplier to 1x.
void RequestDisplaySize(float scale = 0.0f);
/// Call when host display size changes, use with "match display" aspect ratio setting.
void HostDisplayResized();
/// Renders the display.
bool PresentDisplay(bool allow_skip_present);
void InvalidateDisplay();
//////////////////////////////////////////////////////////////////////////
// Memory Save States (Rewind and Runahead)
//////////////////////////////////////////////////////////////////////////
void CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64* ram_usage, u64* vram_usage);
void ClearMemorySaveStates();
void UpdateMemorySaveStateSettings();
bool LoadRewindState(u32 skip_saves = 0, bool consume_state = true);
void SetRunaheadReplayFlag();
#ifdef ENABLE_DISCORD_PRESENCE
/// Called when rich presence changes.
void UpdateDiscordPresence(bool update_session_time);
#endif
namespace Internal {
/// Called on process startup.
void ProcessStartup();
/// Called on process shutdown.
void ProcessShutdown();
/// Polls input, updates subsystems which are present while paused/inactive.
void IdlePollUpdate();
} // namespace Internal
} // namespace System
namespace Host {
/// Called with the settings lock held, when system settings are being loaded (should load input sources, etc).
void LoadSettings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
/// Called after settings are updated.
void CheckForSettingsChanges(const Settings& old_settings);
/// Called when the VM is starting initialization, but has not been completed yet.
void OnSystemStarting();
/// Called when the VM is created.
void OnSystemStarted();
/// Called when the VM is shut down or destroyed.
void OnSystemDestroyed();
/// Called when the VM is paused.
void OnSystemPaused();
/// Called when the VM is resumed after being paused.
void OnSystemResumed();
/// Called when the pause state changes, or fullscreen UI opens.
void OnIdleStateChanged();
/// Called when performance metrics are updated, approximately once a second.
void OnPerformanceCountersUpdated();
/// Provided by the host; called when the running executable changes.
void OnGameChanged(const std::string& disc_path, const std::string& game_serial, const std::string& game_name);
/// Provided by the host; called once per frame at guest vsync.
void PumpMessagesOnCPUThread();
/// Requests a specific display window size.
void RequestResizeHostDisplay(s32 width, s32 height);
/// Requests shut down of the current virtual machine.
void RequestSystemShutdown(bool allow_confirm, bool save_state);
} // namespace Host