Panda3DS/src/emulator.cpp

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No EOL
14 KiB
C++

#include "emulator.hpp"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <stb_image_write.h>
#ifdef _WIN32
#include <windows.h>
// 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() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory, gl, config), memory(cpu.getTicksRef()) {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
Helpers::panic("Failed to initialize SDL2");
}
// Make SDL use consistent positional button mapping
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
}
// 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());
}
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
gameController = SDL_GameControllerOpen(0);
if (gameController != nullptr) {
SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
gameControllerID = SDL_JoystickInstanceID(stick);
}
}
config.load(std::filesystem::current_path() / "config.toml");
reset();
}
Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); }
void Emulator::reset() {
cpu.reset();
gpu.reset();
memory.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
// If a ROM is active and we reset, reload it. This is necessary to set up stack, executable memory, .data/.rodata/.bss all over again
if (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");
}
}
}
void Emulator::screenshot(const std::string& name) {
std::vector<uint8_t> pixels, flippedPixels;
pixels.resize(width * height * 4);
flippedPixels.resize(width * height * 4);
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels.data());
// Flip the image vertically
for (int y = 0; y < height; y++) {
memcpy(&flippedPixels[y * width * 4], &pixels[(height - y - 1) * width * 4], width * 4);
// Swap R and B channels
for (int x = 0; x < width; x++) {
std::swap(flippedPixels[y * width * 4 + x * 4 + 0], flippedPixels[y * width * 4 + x * 4 + 2]);
// Set alpha to 0xFF
flippedPixels[y * width * 4 + x * 4 + 3] = 0xFF;
}
}
stbi_write_png(name.c_str(), width, height, 4, flippedPixels.data(), 0);
}
void Emulator::step() {}
void Emulator::render() {}
void Emulator::run() {
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
httpServer.startHttpServer();
#endif
while (running) {
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
pollHttpServer();
#endif
runFrame(); // Run 1 frame of instructions
gpu.display(); // Display graphics
ServiceManager& srv = kernel.getServiceManager();
// Send VBlank interrupts
srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
SDL_Event event;
while (SDL_PollEvent(&event)) {
namespace Keys = HID::Keys;
switch (event.type) {
case SDL_QUIT:
printf("Bye :(\n");
running = false;
return;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_l: srv.pressKey(Keys::A); break;
case SDLK_k: srv.pressKey(Keys::B); break;
case SDLK_o: srv.pressKey(Keys::X); break;
case SDLK_i: srv.pressKey(Keys::Y); break;
case SDLK_q: srv.pressKey(Keys::L); break;
case SDLK_p: srv.pressKey(Keys::R); break;
case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
case SDLK_LEFT: srv.pressKey(Keys::Left); break;
case SDLK_UP: srv.pressKey(Keys::Up); break;
case SDLK_DOWN: srv.pressKey(Keys::Down); break;
case SDLK_w:
srv.setCirclepadY(0x9C);
keyboardAnalogY = true;
break;
case SDLK_a:
srv.setCirclepadX(-0x9C);
keyboardAnalogX = true;
break;
case SDLK_s:
srv.setCirclepadY(-0x9C);
keyboardAnalogY = true;
break;
case SDLK_d:
srv.setCirclepadX(0x9C);
keyboardAnalogX = true;
break;
case SDLK_RETURN: srv.pressKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
}
break;
case SDL_KEYUP:
switch (event.key.keysym.sym) {
case SDLK_l: srv.releaseKey(Keys::A); break;
case SDLK_k: srv.releaseKey(Keys::B); break;
case SDLK_o: srv.releaseKey(Keys::X); break;
case SDLK_i: srv.releaseKey(Keys::Y); break;
case SDLK_q: srv.releaseKey(Keys::L); break;
case SDLK_p: srv.releaseKey(Keys::R); break;
case SDLK_RIGHT: srv.releaseKey(Keys::Right); break;
case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
case SDLK_UP: srv.releaseKey(Keys::Up); break;
case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
// Err this is probably not ideal
case SDLK_w:
case SDLK_s:
srv.setCirclepadY(0);
keyboardAnalogY = false;
break;
case SDLK_a:
case SDLK_d:
srv.setCirclepadX(0);
keyboardAnalogX = false;
break;
case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
}
break;
case SDL_MOUSEBUTTONDOWN: {
if (event.button.button == SDL_BUTTON_LEFT) {
const s32 x = event.button.x;
const s32 y = event.button.y;
// Check if touch falls in the touch screen area
if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
// Convert to 3DS coordinates
u16 x_converted = static_cast<u16>(x) - 40;
u16 y_converted = static_cast<u16>(y) - 240;
srv.setTouchScreenPress(x_converted, y_converted);
} else {
srv.releaseTouchScreen();
}
} else if (event.button.button == SDL_BUTTON_RIGHT) {
holdingRightClick = true;
}
break;
}
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
srv.releaseTouchScreen();
} else if (event.button.button == SDL_BUTTON_RIGHT) {
holdingRightClick = false;
}
break;
case SDL_CONTROLLERDEVICEADDED:
if (gameController == nullptr) {
gameController = SDL_GameControllerOpen(event.cdevice.which);
gameControllerID = event.cdevice.which;
}
break;
case SDL_CONTROLLERDEVICEREMOVED:
if (event.cdevice.which == gameControllerID) {
SDL_GameControllerClose(gameController);
gameController = nullptr;
gameControllerID = 0;
}
break;
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN: {
u32 key = 0;
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
}
if (key != 0) {
if (event.cbutton.state == SDL_PRESSED) {
srv.pressKey(key);
} else {
srv.releaseKey(key);
}
}
}
// Detect mouse motion events for gyroscope emulation
case SDL_MOUSEMOTION: {
// We use right click to indicate we want to rotate the console. If right click is not held, then this is not a gyroscope rotation
if (!holdingRightClick) break;
// Relative motion since last mouse motion event
const s32 motionX = event.motion.xrel;
const s32 motionY = event.motion.yrel;
// The gyroscope involves lots of weird math I don't want to bother with atm
// So up until then, we will set the gyroscope euler angles to fixed values based on the direction of the relative motion
const s32 roll = motionX > 0 ? 0x7f : -0x7f;
const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
srv.setRoll(roll);
srv.setPitch(pitch);
break;
}
}
}
if (gameController != nullptr) {
const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
constexpr s16 deadzone = 3276;
constexpr s16 maxValue = 0x9C;
constexpr s16 div = 0x8000 / maxValue;
// Avoid overriding the keyboard's circlepad input
if (abs(stickX) < deadzone && !keyboardAnalogX) {
srv.setCirclepadX(0);
} else {
srv.setCirclepadX(stickX / div);
}
if (abs(stickY) < deadzone && !keyboardAnalogY) {
srv.setCirclepadY(0);
} else {
srv.setCirclepadY(-(stickY / div));
}
}
// Update inputs in the HID module
srv.updateInputs(cpu.getTicks());
SDL_GL_SwapWindow(window);
}
}
void Emulator::runFrame() { cpu.runFrame(); }
bool Emulator::loadROM(const std::filesystem::path& path) {
// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName 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
char* appData = SDL_GetPrefPath(nullptr, "Alber");
const std::filesystem::path appDataPath = std::filesystem::path(appData);
const std::filesystem::path dataPath = appDataPath / path.filename().stem();
const std::filesystem::path aesKeysPath = appDataPath / "sysdata" / "aes_keys.txt";
IOFile::setAppDataDir(dataPath);
SDL_free(appData);
// 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);
}
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")
success = loadNCSD(path, ROMType::NCSD);
else if (extension == ".cxi" || extension == ".app")
success = loadNCSD(path, ROMType::CXI);
else {
printf("Unknown file type\n");
success = false;
}
if (success) {
romPath = path;
} else {
romPath = std::nullopt;
romType = ROMType::None;
}
return success;
}
// 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<NCSD> 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::loadELF(const std::filesystem::path& path) {
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<u32> 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;
}
// Reset our graphics context and initialize the GPU's graphics context
void Emulator::initGraphicsContext() {
gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
gpu.initGraphicsContext();
}
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
void Emulator::pollHttpServer() {
std::scoped_lock lock(httpServer.actionMutex);
ServiceManager& srv = kernel.getServiceManager();
if (httpServer.pendingAction) {
switch (httpServer.action) {
case HttpAction::Screenshot: {
screenshot(HttpServer::httpServerScreenshotPath);
break;
}
case HttpAction::PressKey: {
if (httpServer.pendingKey != 0) {
srv.pressKey(httpServer.pendingKey);
httpServer.pendingKey = 0;
}
break;
}
case HttpAction::ReleaseKey: {
if (httpServer.pendingKey != 0) {
srv.releaseKey(httpServer.pendingKey);
httpServer.pendingKey = 0;
}
break;
}
case HttpAction::None: {
break;
}
}
httpServer.action = HttpAction::None;
httpServer.pendingAction = false;
httpServer.pendingAction.notify_all();
}
}
#endif