mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 06:15:38 +00:00
539 lines
16 KiB
C++
539 lines
16 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/timer.h"
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#include "settings.h"
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#include "timing_event.h"
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#include "types.h"
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#include <memory>
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#include <optional>
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#include <string>
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class ByteStream;
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class CDImage;
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class StateWrapper;
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class Controller;
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struct CheatCode;
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class CheatList;
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class GPUTexture;
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class GrowableMemoryByteStream;
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namespace BIOS {
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struct ImageInfo;
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struct Hash;
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} // namespace BIOS
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namespace GameDatabase {
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struct Entry;
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}
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struct SystemBootParameters
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{
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SystemBootParameters();
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SystemBootParameters(const SystemBootParameters&);
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SystemBootParameters(SystemBootParameters&&);
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SystemBootParameters(std::string filename_);
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~SystemBootParameters();
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std::string filename;
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std::string save_state;
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std::string override_exe;
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std::string override_bios;
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std::optional<bool> override_fast_boot;
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std::optional<bool> override_fullscreen;
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std::optional<bool> override_start_paused;
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u32 media_playlist_index = 0;
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bool load_image_to_ram = false;
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bool force_software_renderer = false;
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bool fast_forward_to_first_frame = false;
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bool disable_achievements_hardcore_mode = false;
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};
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struct SaveStateInfo
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{
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std::string path;
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std::time_t timestamp;
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s32 slot;
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bool global;
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};
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struct ExtendedSaveStateInfo
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{
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std::string title;
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std::string serial;
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std::string media_path;
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std::time_t timestamp;
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u32 screenshot_width;
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u32 screenshot_height;
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std::vector<u32> screenshot_data;
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};
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namespace System {
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enum : u32
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{
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// 5 megabytes is sufficient for now, at the moment they're around 4.3MB, or 10.3MB with 8MB RAM enabled.
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MAX_SAVE_STATE_SIZE = 11 * 1024 * 1024,
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};
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enum : s32
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{
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PER_GAME_SAVE_STATE_SLOTS = 10,
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GLOBAL_SAVE_STATE_SLOTS = 10
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};
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enum : TickCount
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{
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MASTER_CLOCK = 44100 * 0x300 // 33868800Hz or 33.8688MHz, also used as CPU clock
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};
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enum class State
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{
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Shutdown,
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Starting,
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Running,
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Paused,
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Stopping,
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};
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using GameHash = u64;
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extern TickCount g_ticks_per_second;
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/// Returns true if the filename is a PlayStation executable we can inject.
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bool IsExeFileName(const std::string_view& path);
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/// Returns true if the filename is a Portable Sound Format file we can uncompress/load.
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bool IsPsfFileName(const std::string_view& path);
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/// Returns true if the filename is one we can load.
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bool IsLoadableFilename(const std::string_view& path);
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/// Returns true if the filename is a save state.
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bool IsSaveStateFilename(const std::string_view& path);
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/// Returns the preferred console type for a disc.
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ConsoleRegion GetConsoleRegionForDiscRegion(DiscRegion region);
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std::string GetExecutableNameForImage(CDImage* cdi, bool strip_subdirectories);
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bool ReadExecutableFromImage(CDImage* cdi, std::string* out_executable_name, std::vector<u8>* out_executable_data);
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std::string GetGameHashId(GameHash hash);
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bool GetGameDetailsFromImage(CDImage* cdi, std::string* out_id, GameHash* out_hash);
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DiscRegion GetRegionForSerial(std::string_view serial);
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DiscRegion GetRegionFromSystemArea(CDImage* cdi);
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DiscRegion GetRegionForImage(CDImage* cdi);
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DiscRegion GetRegionForExe(const char* path);
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DiscRegion GetRegionForPsf(const char* path);
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std::optional<DiscRegion> GetRegionForPath(const char* image_path);
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/// Returns the path for the game settings ini file for the specified serial.
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std::string GetGameSettingsPath(const std::string_view& game_serial);
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/// Returns the path for the input profile ini file with the specified name (may not exist).
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std::string GetInputProfilePath(const std::string_view& name);
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State GetState();
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void SetState(State new_state);
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bool IsRunning();
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bool IsExecutionInterrupted();
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bool IsPaused();
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bool IsShutdown();
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bool IsValid();
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bool IsValidOrInitializing();
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bool IsExecuting();
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bool IsStartupCancelled();
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void CancelPendingStartup();
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void InterruptExecution();
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ConsoleRegion GetRegion();
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DiscRegion GetDiscRegion();
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bool IsPALRegion();
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ALWAYS_INLINE TickCount GetTicksPerSecond()
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{
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return g_ticks_per_second;
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}
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ALWAYS_INLINE_RELEASE TickCount ScaleTicksToOverclock(TickCount ticks)
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{
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if (!g_settings.cpu_overclock_active)
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return ticks;
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return static_cast<TickCount>(((static_cast<u64>(static_cast<u32>(ticks)) * g_settings.cpu_overclock_numerator) +
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(g_settings.cpu_overclock_denominator - 1)) /
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g_settings.cpu_overclock_denominator);
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}
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ALWAYS_INLINE_RELEASE TickCount UnscaleTicksToOverclock(TickCount ticks, TickCount* remainder)
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{
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if (!g_settings.cpu_overclock_active)
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return ticks;
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const u64 num =
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(static_cast<u32>(ticks) * static_cast<u64>(g_settings.cpu_overclock_denominator)) + static_cast<u32>(*remainder);
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const TickCount t = static_cast<u32>(num / g_settings.cpu_overclock_numerator);
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*remainder = static_cast<u32>(num % g_settings.cpu_overclock_numerator);
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return t;
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}
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TickCount GetMaxSliceTicks();
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void UpdateOverclock();
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/// Injects a PS-EXE into memory at its specified load location. If patch_loader is set, the BIOS will be patched to
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/// direct execution to this executable.
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bool InjectEXEFromBuffer(const void* buffer, u32 buffer_size, bool patch_loader = true);
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u32 GetFrameNumber();
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u32 GetInternalFrameNumber();
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void IncrementInternalFrameNumber();
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void FrameDone();
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const std::string& GetDiscPath();
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const std::string& GetGameSerial();
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const std::string& GetGameTitle();
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const GameDatabase::Entry* GetGameDatabaseEntry();
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GameHash GetGameHash();
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bool IsRunningUnknownGame();
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bool WasFastBooted();
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/// Returns the time elapsed in the current play session.
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u64 GetSessionPlayedTime();
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const BIOS::ImageInfo* GetBIOSImageInfo();
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const BIOS::Hash& GetBIOSHash();
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// TODO: Move to PerformanceMetrics
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static constexpr u32 NUM_FRAME_TIME_SAMPLES = 150;
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using FrameTimeHistory = std::array<float, NUM_FRAME_TIME_SAMPLES>;
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float GetFPS();
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float GetVPS();
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float GetEmulationSpeed();
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float GetAverageFrameTime();
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float GetMinimumFrameTime();
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float GetMaximumFrameTime();
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float GetThrottleFrequency();
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float GetCPUThreadUsage();
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float GetCPUThreadAverageTime();
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float GetSWThreadUsage();
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float GetSWThreadAverageTime();
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float GetGPUUsage();
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float GetGPUAverageTime();
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const FrameTimeHistory& GetFrameTimeHistory();
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u32 GetFrameTimeHistoryPos();
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/// Loads global settings (i.e. EmuConfig).
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void LoadSettings(bool display_osd_messages);
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void SetDefaultSettings(SettingsInterface& si);
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/// Reloads settings, and applies any changes present.
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void ApplySettings(bool display_osd_messages);
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/// Reloads game specific settings, and applys any changes present.
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bool ReloadGameSettings(bool display_osd_messages);
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bool BootSystem(SystemBootParameters parameters);
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void PauseSystem(bool paused);
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void ResetSystem();
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/// Loads state from the specified filename.
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bool LoadState(const char* filename);
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bool SaveState(const char* filename, bool backup_existing_save);
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bool SaveResumeState();
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/// Memory save states - only for internal use.
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struct MemorySaveState
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{
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std::unique_ptr<GPUTexture> vram_texture;
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std::unique_ptr<GrowableMemoryByteStream> state_stream;
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};
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bool SaveMemoryState(MemorySaveState* mss);
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bool LoadMemoryState(const MemorySaveState& mss);
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bool LoadStateFromStream(ByteStream* stream, bool update_display, bool ignore_media = false);
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bool SaveStateToStream(ByteStream* state, u32 screenshot_size = 256, u32 compression_method = 0,
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bool ignore_media = false);
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/// Runs the VM until the CPU execution is canceled.
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void Execute();
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/// Switches the GPU renderer by saving state, recreating the display window, and restoring state (if needed).
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void RecreateSystem();
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/// Recreates the GPU component, saving/loading the state so it is preserved. Call when the GPU renderer changes.
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bool RecreateGPU(GPURenderer renderer, bool force_recreate_device = false, bool update_display = true);
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void SingleStepCPU();
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/// Sets target emulation speed.
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float GetTargetSpeed();
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/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
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void SetThrottleFrequency(float frequency);
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/// Updates the throttle period, call when target emulation speed changes.
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void UpdateThrottlePeriod();
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void ResetThrottler();
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void UpdatePerformanceCounters();
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void ResetPerformanceCounters();
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/// Resets vsync/max present fps state.
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void UpdateDisplaySync();
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// Access controllers for simulating input.
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Controller* GetController(u32 slot);
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void UpdateControllers();
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void UpdateControllerSettings();
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void ResetControllers();
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void UpdateMemoryCardTypes();
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void UpdatePerGameMemoryCards();
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bool HasMemoryCard(u32 slot);
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/// Swaps memory cards in slot 1/2.
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void SwapMemoryCards();
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void UpdateMultitaps();
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/// Dumps RAM to a file.
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bool DumpRAM(const char* filename);
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/// Dumps video RAM to a file.
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bool DumpVRAM(const char* filename);
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/// Dumps sound RAM to a file.
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bool DumpSPURAM(const char* filename);
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bool HasMedia();
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std::string GetMediaFileName();
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bool InsertMedia(const char* path);
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void RemoveMedia();
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/// Returns true if this is a multi-subimage image (e.g. m3u).
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bool HasMediaSubImages();
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/// Returns the number of entries in the media/disc playlist.
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u32 GetMediaSubImageCount();
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/// Returns the current image from the media/disc playlist.
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u32 GetMediaSubImageIndex();
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/// Returns the index of the specified path in the playlist, or UINT32_MAX if it does not exist.
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u32 GetMediaSubImageIndexForTitle(const std::string_view& title);
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/// Returns the path to the specified playlist index.
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std::string GetMediaSubImageTitle(u32 index);
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/// Switches to the specified media/disc playlist index.
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bool SwitchMediaSubImage(u32 index);
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/// Returns true if there is currently a cheat list.
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bool HasCheatList();
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/// Accesses the current cheat list.
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CheatList* GetCheatList();
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/// Applies a single cheat code.
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void ApplyCheatCode(const CheatCode& code);
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/// Sets or clears the provided cheat list, applying every frame.
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void SetCheatList(std::unique_ptr<CheatList> cheats);
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/// Checks for settings changes, std::move() the old settings away for comparing beforehand.
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void CheckForSettingsChanges(const Settings& old_settings);
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/// Updates throttler.
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void UpdateSpeedLimiterState();
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/// Toggles fast forward state.
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bool IsFastForwardEnabled();
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void SetFastForwardEnabled(bool enabled);
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/// Toggles turbo state.
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bool IsTurboEnabled();
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void SetTurboEnabled(bool enabled);
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/// Toggles rewind state.
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bool IsRewinding();
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void SetRewindState(bool enabled);
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void DoFrameStep();
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void DoToggleCheats();
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/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
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std::string GetGameSaveStateFileName(const std::string_view& serial, s32 slot);
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/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
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std::string GetGlobalSaveStateFileName(s32 slot);
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/// Returns the most recent resume save state.
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std::string GetMostRecentResumeSaveStatePath();
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/// Returns the path to the cheat file for the specified game title.
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std::string GetCheatFileName();
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/// Powers off the system, optionally saving the resume state.
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void ShutdownSystem(bool save_resume_state);
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/// Returns true if an undo load state exists.
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bool CanUndoLoadState();
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/// Returns save state info for the undo slot, if present.
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std::optional<ExtendedSaveStateInfo> GetUndoSaveStateInfo();
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/// Undoes a load state, i.e. restores the state prior to the load.
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bool UndoLoadState();
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/// Returns a list of save states for the specified game code.
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std::vector<SaveStateInfo> GetAvailableSaveStates(const char* serial);
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/// Returns save state info if present. If serial is null or empty, assumes global state.
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std::optional<SaveStateInfo> GetSaveStateInfo(const char* serial, s32 slot);
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/// Returns save state info from opened save state stream.
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std::optional<ExtendedSaveStateInfo> GetExtendedSaveStateInfo(const char* path);
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/// Deletes save states for the specified game code. If resume is set, the resume state is deleted too.
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void DeleteSaveStates(const char* serial, bool resume);
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/// Returns intended output volume considering fast forwarding.
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s32 GetAudioOutputVolume();
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void UpdateVolume();
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/// Returns true if currently dumping audio.
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bool IsDumpingAudio();
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/// Starts dumping audio to a file. If no file name is provided, one will be generated automatically.
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bool StartDumpingAudio(const char* filename = nullptr);
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/// Stops dumping audio to file if it has been started.
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void StopDumpingAudio();
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/// Saves a screenshot to the specified file. IF no file name is provided, one will be generated automatically.
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bool SaveScreenshot(const char* filename = nullptr, bool full_resolution = true, bool apply_aspect_ratio = true,
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bool compress_on_thread = true);
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/// Loads the cheat list from the specified file.
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bool LoadCheatList(const char* filename);
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/// Loads the cheat list for the current game title from the user directory.
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bool LoadCheatListFromGameTitle();
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/// Loads the cheat list for the current game code from the built-in code database.
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bool LoadCheatListFromDatabase();
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/// Saves the current cheat list to the game title's file.
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bool SaveCheatList();
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/// Saves the current cheat list to the specified file.
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bool SaveCheatList(const char* filename);
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/// Deletes the cheat list, if present.
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bool DeleteCheatList();
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/// Removes all cheats from the cheat list.
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void ClearCheatList(bool save_to_file);
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/// Enables/disabled the specified cheat code.
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void SetCheatCodeState(u32 index, bool enabled, bool save_to_file);
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/// Immediately applies the specified cheat code.
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void ApplyCheatCode(u32 index);
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/// Toggle Widescreen Hack and Aspect Ratio
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void ToggleWidescreen();
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/// Returns true if fast forwarding or slow motion is currently active.
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bool IsRunningAtNonStandardSpeed();
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/// Returns true if vsync should be used.
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bool ShouldUseVSync();
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/// Quick switch between software and hardware rendering.
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void ToggleSoftwareRendering();
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/// Resizes the render window to the display size, with an optional scale.
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/// If the scale is set to 0, the internal resolution will be used, otherwise it is treated as a multiplier to 1x.
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void RequestDisplaySize(float scale = 0.0f);
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/// Call when host display size changes, use with "match display" aspect ratio setting.
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void HostDisplayResized();
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/// Renders the display.
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bool PresentDisplay(bool allow_skip_present);
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void InvalidateDisplay();
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//////////////////////////////////////////////////////////////////////////
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// Memory Save States (Rewind and Runahead)
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//////////////////////////////////////////////////////////////////////////
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void CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64* ram_usage, u64* vram_usage);
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void ClearMemorySaveStates();
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void UpdateMemorySaveStateSettings();
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bool LoadRewindState(u32 skip_saves = 0, bool consume_state = true);
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void SetRunaheadReplayFlag();
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#ifdef ENABLE_DISCORD_PRESENCE
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/// Called when rich presence changes.
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void UpdateDiscordPresence(bool update_session_time);
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#endif
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namespace Internal {
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/// Called on process startup.
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void ProcessStartup();
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/// Called on process shutdown.
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void ProcessShutdown();
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/// Polls input, updates subsystems which are present while paused/inactive.
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void IdlePollUpdate();
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} // namespace Internal
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} // namespace System
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namespace Host {
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/// Called with the settings lock held, when system settings are being loaded (should load input sources, etc).
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void LoadSettings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
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/// Called after settings are updated.
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void CheckForSettingsChanges(const Settings& old_settings);
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/// Called when the VM is starting initialization, but has not been completed yet.
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void OnSystemStarting();
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/// Called when the VM is created.
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void OnSystemStarted();
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/// Called when the VM is shut down or destroyed.
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void OnSystemDestroyed();
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/// Called when the VM is paused.
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void OnSystemPaused();
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/// Called when the VM is resumed after being paused.
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void OnSystemResumed();
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/// Called when the pause state changes, or fullscreen UI opens.
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void OnIdleStateChanged();
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/// Called when performance metrics are updated, approximately once a second.
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void OnPerformanceCountersUpdated();
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/// Provided by the host; called when the running executable changes.
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void OnGameChanged(const std::string& disc_path, const std::string& game_serial, const std::string& game_name);
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/// Provided by the host; called once per frame at guest vsync.
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void PumpMessagesOnCPUThread();
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/// Requests a specific display window size.
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void RequestResizeHostDisplay(s32 width, s32 height);
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/// Requests shut down of the current virtual machine.
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void RequestSystemShutdown(bool allow_confirm, bool save_state);
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} // namespace Host
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