e2457418da
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.
237 lines
7.4 KiB
C++
237 lines
7.4 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 <array>
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#include <map>
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#include <memory>
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#include <string>
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#include <thread>
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#include "common/common_types.h"
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#include "core/arm/exclusive_monitor.h"
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#include "core/core_cpu.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/scheduler.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/telemetry_session.h"
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#include "file_sys/vfs_real.h"
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#include "hle/service/filesystem/filesystem.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/gpu.h"
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace Service::SM {
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class ServiceManager;
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}
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namespace VideoCore {
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class RendererBase;
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}
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namespace Core {
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class ARM_Interface;
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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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PerfStats::Results 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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/// Gets the current process
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Kernel::SharedPtr<Kernel::Process>& CurrentProcess();
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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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std::shared_ptr<Tegra::DebugContext> GetGPUDebugContext() const;
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void SetFilesystem(FileSys::VirtualFilesystem vfs);
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FileSys::VirtualFilesystem 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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