#include "emulator.hpp" #if !defined(__ANDROID__) && !defined(__LIBRETRO__) #include #endif #include #include "renderdoc.hpp" #ifdef _WIN32 #include // Gently ask to use the discrete Nvidia/AMD GPU if possible instead of integrated graphics extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 1; __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 1; } #endif Emulator::Emulator() : config(getConfigPath()), kernel(cpu, memory, gpu, config), cpu(memory, kernel, *this), gpu(memory, config), memory(cpu.getTicksRef(), config), cheats(memory, kernel.getServiceManager().getHID()), audioDevice(config.audioDeviceConfig), lua(*this), running(false) #ifdef PANDA3DS_ENABLE_HTTP_SERVER , httpServer(this) #endif { DSPService& dspService = kernel.getServiceManager().getDSP(); dsp = Audio::makeDSPCore(config, memory, scheduler, dspService); dspService.setDSPCore(dsp.get()); audioDevice.init(dsp->getSamples()); setAudioEnabled(config.audioEnabled); if (Renderdoc::isSupported() && config.enableRenderdoc) { loadRenderdoc(); } #ifdef PANDA3DS_ENABLE_DISCORD_RPC if (config.discordRpcEnabled) { discordRpc.init(); updateDiscord(); } #endif reset(ReloadOption::NoReload); } Emulator::~Emulator() { config.save(); lua.close(); audioDevice.close(); #ifdef PANDA3DS_ENABLE_DISCORD_RPC discordRpc.stop(); #endif } void Emulator::reset(ReloadOption reload) { cpu.reset(); gpu.reset(); memory.reset(); dsp->reset(); // Reset scheduler and add a VBlank event scheduler.reset(); // Kernel must be reset last because it depends on CPU/Memory state kernel.reset(); // Reloading r13 and r15 needs to happen after everything has been reset // Otherwise resetting the kernel or cpu might nuke them cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP // We're resetting without reloading the ROM, so yeet cheats if (reload == ReloadOption::NoReload) { cheats.reset(); } // If a ROM is active and we reset, with the reload option enabled then reload it. // This is necessary to set up stack, executable memory, .data/.rodata/.bss all over again if (reload == ReloadOption::Reload && romType != ROMType::None && romPath.has_value()) { bool success = loadROM(romPath.value()); if (!success) { romType = ROMType::None; romPath = std::nullopt; Helpers::panic("Failed to reload ROM. This should pause the emulator in the future GUI"); } } } #ifndef __LIBRETRO__ std::filesystem::path Emulator::getAndroidAppPath() { // SDL_GetPrefPath fails to get the path due to no JNI environment std::ifstream cmdline("/proc/self/cmdline"); std::string applicationName; std::getline(cmdline, applicationName, '\0'); return std::filesystem::path("/data") / "data" / applicationName / "files"; } std::filesystem::path Emulator::getConfigPath() { if constexpr (Helpers::isAndroid()) { return getAndroidAppPath() / "config.toml"; } else { return std::filesystem::current_path() / "config.toml"; } } #endif void Emulator::step() {} void Emulator::render() {} // Only resume if a ROM is properly loaded void Emulator::resume() { running = (romType != ROMType::None); if (running && config.audioEnabled) { audioDevice.start(); } } void Emulator::pause() { running = false; audioDevice.stop(); } void Emulator::togglePause() { running ? pause() : resume(); } void Emulator::runFrame() { if (running) { cpu.runFrame(); // Run 1 frame of instructions gpu.display(); // Display graphics // Run cheats if any are loaded if (cheats.haveCheats()) [[unlikely]] { cheats.run(); } } else if (romType != ROMType::None) { // If the emulator is not running and a game is loaded, we still want to display the framebuffer otherwise we will get weird // double-buffering issues gpu.display(); } } void Emulator::pollScheduler() { auto& events = scheduler.events; // Pop events until there's none pending anymore while (scheduler.currentTimestamp >= scheduler.nextTimestamp) { // Read event timestamp and type, pop it from the scheduler and handle it auto [time, eventType] = std::move(*events.begin()); events.erase(events.begin()); scheduler.updateNextTimestamp(); switch (eventType) { case Scheduler::EventType::VBlank: [[likely]] { // Signal that we've reached the end of a frame frameDone = true; lua.signalEvent(LuaEvent::Frame); // Send VBlank interrupts ServiceManager& srv = kernel.getServiceManager(); srv.sendGPUInterrupt(GPUInterrupt::VBlank0); srv.sendGPUInterrupt(GPUInterrupt::VBlank1); // Queue next VBlank event scheduler.addEvent(Scheduler::EventType::VBlank, time + CPU::ticksPerSec / 60); break; } case Scheduler::EventType::UpdateTimers: kernel.pollTimers(); break; case Scheduler::EventType::RunDSP: { dsp->runAudioFrame(time); break; } case Scheduler::EventType::SignalY2R: kernel.getServiceManager().getY2R().signalConversionDone(); break; default: { Helpers::panic("Scheduler: Unimplemented event type received: %d\n", static_cast(eventType)); break; } } } } #ifndef __LIBRETRO__ // Get path for saving files (AppData on Windows, /home/user/.local/share/ApplicationName on Linux, etc) // Inside that path, we be use a game-specific folder as well. Eg if we were loading a ROM called PenguinDemo.3ds, the savedata would be in // %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart. // If the portable build setting is enabled, then those saves go in the executable directory instead std::filesystem::path Emulator::getAppDataRoot() { std::filesystem::path appDataPath; #ifdef __ANDROID__ appDataPath = getAndroidAppPath(); #else char* appData; if (!config.usePortableBuild) { appData = SDL_GetPrefPath(nullptr, "Alber"); appDataPath = std::filesystem::path(appData); } else { appData = SDL_GetBasePath(); appDataPath = std::filesystem::path(appData) / "Emulator Files"; } SDL_free(appData); #endif return appDataPath; } #endif bool Emulator::loadROM(const std::filesystem::path& path) { // Reset the emulator if we've already loaded a ROM if (romType != ROMType::None) { reset(ReloadOption::NoReload); } // Reset whatever state needs to be reset before loading a new ROM memory.loadedCXI = std::nullopt; memory.loaded3DSX = std::nullopt; const std::filesystem::path appDataPath = getAppDataRoot(); const std::filesystem::path dataPath = appDataPath / path.filename().stem(); const std::filesystem::path aesKeysPath = appDataPath / "sysdata" / "aes_keys.txt"; const std::filesystem::path seedDBPath = appDataPath / "sysdata" / "seeddb.bin"; IOFile::setAppDataDir(dataPath); // Open the text file containing our AES keys if it exists. We use the std::filesystem::exists overload that takes an error code param to // avoid the call throwing exceptions std::error_code ec; if (std::filesystem::exists(aesKeysPath, ec) && !ec) { aesEngine.loadKeys(aesKeysPath); } if (std::filesystem::exists(seedDBPath, ec) && !ec) { aesEngine.setSeedPath(seedDBPath); } kernel.initializeFS(); auto extension = path.extension(); bool success; // Tracks if we loaded the ROM successfully if (extension == ".elf" || extension == ".axf") success = loadELF(path); else if (extension == ".3ds" || extension == ".cci") success = loadNCSD(path, ROMType::NCSD); else if (extension == ".cxi" || extension == ".app" || extension == ".ncch") success = loadNCSD(path, ROMType::CXI); else if (extension == ".3dsx") success = load3DSX(path); else { printf("Unknown file type\n"); success = false; } if (success) { romPath = path; #ifdef PANDA3DS_ENABLE_DISCORD_RPC updateDiscord(); #endif } else { romPath = std::nullopt; romType = ROMType::None; } resume(); // Start the emulator return success; } bool Emulator::loadAmiibo(const std::filesystem::path& path) { NFCService& nfc = kernel.getServiceManager().getNFC(); return nfc.loadAmiibo(path); } // Used for loading both CXI and NCSD files since they are both so similar and use the same interface // (We promote CXI files to NCSD internally for ease) bool Emulator::loadNCSD(const std::filesystem::path& path, ROMType type) { romType = type; std::optional opt = (type == ROMType::NCSD) ? memory.loadNCSD(aesEngine, path) : memory.loadCXI(aesEngine, path); if (!opt.has_value()) { return false; } loadedNCSD = opt.value(); cpu.setReg(15, loadedNCSD.entrypoint); if (loadedNCSD.entrypoint & 1) { Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?"); } return true; } bool Emulator::load3DSX(const std::filesystem::path& path) { std::optional entrypoint = memory.load3DSX(path); romType = ROMType::HB_3DSX; if (!entrypoint.has_value()) { return false; } cpu.setReg(15, entrypoint.value()); // Set initial PC return true; } bool Emulator::loadELF(const std::filesystem::path& path) { // We can't open a new file with this ifstream if it's associated with a file if (loadedELF.is_open()) { loadedELF.close(); } loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode romType = ROMType::ELF; return loadELF(loadedELF); } bool Emulator::loadELF(std::ifstream& file) { // Rewind ifstream loadedELF.clear(); loadedELF.seekg(0); std::optional entrypoint = memory.loadELF(loadedELF); if (!entrypoint.has_value()) { return false; } cpu.setReg(15, entrypoint.value()); // Set initial PC if (entrypoint.value() & 1) { Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode"); } return true; } std::span Emulator::getSMDH() { switch (romType) { case ROMType::NCSD: case ROMType::CXI: return memory.getCXI()->smdh; default: { return std::span(); } } } #ifdef PANDA3DS_ENABLE_DISCORD_RPC void Emulator::updateDiscord() { if (config.discordRpcEnabled) { if (romType != ROMType::None) { const auto name = romPath.value().stem(); discordRpc.update(Discord::RPCStatus::Playing, name.string()); } else { discordRpc.update(Discord::RPCStatus::Idling, ""); } } } #else void Emulator::updateDiscord() {} #endif static void dumpRomFSNode(const RomFS::RomFSNode& node, const char* romFSBase, const std::filesystem::path& path) { for (auto& file : node.files) { const auto p = path / file->name; std::ofstream outFile(p); outFile.write(romFSBase + file->dataOffset, file->dataSize); } for (auto& directory : node.directories) { const auto newPath = path / directory->name; // Create the directory for the new folder std::error_code ec; std::filesystem::create_directories(newPath, ec); if (!ec) { dumpRomFSNode(*directory, romFSBase, newPath); } } } RomFS::DumpingResult Emulator::dumpRomFS(const std::filesystem::path& path) { using namespace RomFS; if (romType != ROMType::NCSD && romType != ROMType::CXI && romType != ROMType::HB_3DSX) { return DumpingResult::InvalidFormat; } // Contents of RomFS as raw bytes std::vector romFS; u64 size; if (romType == ROMType::HB_3DSX) { auto hb3dsx = memory.get3DSX(); if (!hb3dsx->hasRomFs()) { return DumpingResult::NoRomFS; } size = hb3dsx->romFSSize; romFS.resize(size); hb3dsx->readRomFSBytes(&romFS[0], 0, size); } else { auto cxi = memory.getCXI(); if (!cxi->hasRomFS()) { return DumpingResult::NoRomFS; } const u64 offset = cxi->romFS.offset; size = cxi->romFS.size; romFS.resize(size); cxi->readFromFile(memory.CXIFile, cxi->partitionInfo, &romFS[0], offset - cxi->fileOffset, size); } std::unique_ptr node = parseRomFSTree((uintptr_t)&romFS[0], size); dumpRomFSNode(*node, (const char*)&romFS[0], path); return DumpingResult::Success; } void Emulator::setAudioEnabled(bool enable) { // Don't enable audio if we didn't manage to find an audio device and initialize it properly, otherwise audio sync will break, // because the emulator will expect the audio device to drain the sample buffer, but there's no audio device running... enable = enable && audioDevice.isInitialized(); if (!enable) { audioDevice.stop(); } else if (enable && romType != ROMType::None && running) { // Don't start the audio device yet if there's no ROM loaded or the emulator is paused // Resume and Pause will handle it audioDevice.start(); } dsp->setAudioEnabled(enable); } void Emulator::loadRenderdoc() { std::string capturePath = (std::filesystem::current_path() / "RenderdocCaptures").generic_string(); Renderdoc::loadRenderdoc(); Renderdoc::setOutputDir(capturePath, ""); } void Emulator::reloadSettings() { setAudioEnabled(config.audioEnabled); if (Renderdoc::isSupported() && config.enableRenderdoc && !Renderdoc::isLoaded()) { loadRenderdoc(); } #ifdef PANDA3DS_ENABLE_DISCORD_RPC // Reload RPC setting if we're compiling with RPC support if (discordRpc.running() != config.discordRpcEnabled) { if (config.discordRpcEnabled) { discordRpc.init(); updateDiscord(); } else { discordRpc.stop(); } } #endif }