Panda3DS/include/emulator.hpp
Mary 2e5bc0cb14 feat: crypto: Add basic AES keyslot manager
We loads keys from AppData/Alber/sysdata/aes_keys.txt.

NOTE: We do differ from other emulators by not hardcoding the generator key, it's the user responsibility to provide it in aes_keys.txt.
2023-06-22 17:37:21 +02:00

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2.3 KiB
C++

#pragma once
#include <filesystem>
#include <fstream>
#include <SDL.h>
#include <glad/gl.h>
#include "cpu.hpp"
#include "crypto/aes_engine.hpp"
#include "io_file.hpp"
#include "memory.hpp"
#include "opengl.hpp"
#include "PICA/gpu.hpp"
enum class ROMType {
None, ELF, NCSD
};
class Emulator {
CPU cpu;
GPU gpu;
Memory memory;
Kernel kernel;
Crypto::AESEngine aesEngine;
SDL_Window* window;
SDL_GLContext glContext;
static constexpr u32 width = 400;
static constexpr u32 height = 240 * 2; // * 2 because 2 screens
ROMType romType = ROMType::None;
bool running = true;
// Keep the handle for the ROM here to reload when necessary and to prevent deleting it
// This is currently only used for ELFs, NCSDs use the IOFile API instead
std::ifstream loadedELF;
NCSD loadedNCSD;
public:
Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
Helpers::panic("Failed to initialize SDL2");
}
// Request OpenGL 4.1 Core (Max available on MacOS)
// MacOS gets mad if we don't explicitly demand a core profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
if (window == nullptr) {
Helpers::panic("Window creation failed: %s", SDL_GetError());
}
glContext = SDL_GL_CreateContext(window);
if (glContext == nullptr) {
Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
}
if(!gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress))) {
Helpers::panic("OpenGL init failed: %s", SDL_GetError());
}
reset();
}
void step();
void render();
void reset();
void run();
void runFrame();
bool loadROM(const std::filesystem::path& path);
bool loadNCSD(const std::filesystem::path& path);
bool loadELF(const std::filesystem::path& path);
bool loadELF(std::ifstream& file);
void initGraphicsContext() { gpu.initGraphicsContext(); }
};