duckstation/src/core/system.h
2024-12-29 17:25:55 +10:00

437 lines
13 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#pragma once
#include "settings.h"
#include "types.h"
#include "util/image.h"
#include <memory>
#include <optional>
#include <span>
#include <string>
namespace Threading {
class ThreadHandle;
}
class CDImage;
class Error;
class SmallStringBase;
class StateWrapper;
class SocketMultiplexer;
enum class GPUVSyncMode : u8;
class Controller;
class GPUTexture;
class INISettingsInterface;
class MediaCapture;
namespace BIOS {
struct ImageInfo;
} // namespace BIOS
namespace GameDatabase {
struct Entry;
}
struct SystemBootParameters
{
SystemBootParameters();
SystemBootParameters(const SystemBootParameters&);
SystemBootParameters(SystemBootParameters&&);
SystemBootParameters(std::string filename_);
~SystemBootParameters();
std::string filename;
std::string save_state;
std::string override_exe;
std::optional<bool> override_fast_boot;
std::optional<bool> override_fullscreen;
std::optional<bool> override_start_paused;
u32 media_playlist_index = 0;
bool load_image_to_ram = false;
bool force_software_renderer = false;
bool disable_achievements_hardcore_mode = false;
bool start_media_capture = false;
};
struct SaveStateInfo
{
std::string path;
std::time_t timestamp;
s32 slot;
bool global;
};
struct ExtendedSaveStateInfo
{
std::string title;
std::string serial;
std::string media_path;
std::time_t timestamp;
Image screenshot;
};
namespace System {
enum : s32
{
PER_GAME_SAVE_STATE_SLOTS = 10,
GLOBAL_SAVE_STATE_SLOTS = 10
};
enum : TickCount
{
MASTER_CLOCK = 44100 * 0x300 // 33868800Hz or 33.8688MHz, also used as CPU clock
};
enum class State : u8
{
Shutdown,
Starting,
Running,
Paused,
Stopping,
};
enum class BootMode : u8
{
None,
FullBoot,
FastBoot,
BootEXE,
BootPSF,
ReplayGPUDump,
};
enum class Taint : u8
{
CPUOverclock,
CDROMReadSpeedup,
CDROMSeekSpeedup,
ForceFrameTimings,
RAM8MB,
Cheats,
Patches,
MaxCount,
};
/// Returns true if the path is a PlayStation executable we can inject.
bool IsExePath(std::string_view path);
/// Returns true if the path is a Portable Sound Format file we can uncompress/load.
bool IsPsfPath(std::string_view path);
/// Returns true if the path is a GPU dump that we can replay.
bool IsGPUDumpPath(std::string_view path);
/// Returns true if the path is one we can load.
bool IsLoadablePath(std::string_view path);
/// Returns true if the path is a save state.
bool IsSaveStatePath(std::string_view path);
/// Returns the preferred console type for a disc.
ConsoleRegion GetConsoleRegionForDiscRegion(DiscRegion region);
std::string GetExecutableNameForImage(CDImage* cdi, bool strip_subdirectories);
bool ReadExecutableFromImage(CDImage* cdi, std::string* out_executable_name, std::vector<u8>* out_executable_data);
std::string GetGameHashId(GameHash hash);
bool GetGameDetailsFromImage(CDImage* cdi, std::string* out_id, GameHash* out_hash);
GameHash GetGameHashFromFile(const char* path);
GameHash GetGameHashFromBuffer(const std::string_view filename, const std::span<const u8> data);
DiscRegion GetRegionForSerial(const std::string_view serial);
DiscRegion GetRegionFromSystemArea(CDImage* cdi);
DiscRegion GetRegionForImage(CDImage* cdi);
DiscRegion GetRegionForExe(const char* path);
DiscRegion GetRegionForPsf(const char* path);
/// Returns the path for the game settings ini file for the specified serial.
std::string GetGameSettingsPath(std::string_view game_serial, bool ignore_disc_set);
/// Returns the loaded interface for the game settings ini file for the specified serial. If create is true, an empty
/// ini reader will be returned if the file does not exist. If quit is true, no log messages will be emitted.
std::unique_ptr<INISettingsInterface> GetGameSettingsInterface(const GameDatabase::Entry* dbentry,
std::string_view serial, bool create, bool quiet);
/// Returns the path for the input profile ini file with the specified name (may not exist).
std::string GetInputProfilePath(std::string_view name);
State GetState();
bool IsRunning();
bool IsPaused();
bool IsShutdown();
bool IsValid();
bool IsValidOrInitializing();
bool IsExecuting();
bool IsReplayingGPUDump();
size_t GetGPUDumpFrameCount();
bool IsStartupCancelled();
void CancelPendingStartup();
void InterruptExecution();
ConsoleRegion GetRegion();
DiscRegion GetDiscRegion();
bool IsPALRegion();
/// Taints - flags that are set on the system and only cleared on reset.
std::string_view GetTaintDisplayName(Taint taint);
const char* GetTaintName(Taint taint);
bool HasTaint(Taint taint);
void SetTaint(Taint taint);
ALWAYS_INLINE_RELEASE TickCount ScaleTicksToOverclock(TickCount ticks)
{
if (!g_settings.cpu_overclock_active)
return ticks;
return static_cast<TickCount>(((static_cast<u64>(static_cast<u32>(ticks)) * g_settings.cpu_overclock_numerator) +
(g_settings.cpu_overclock_denominator - 1)) /
g_settings.cpu_overclock_denominator);
}
ALWAYS_INLINE_RELEASE TickCount UnscaleTicksToOverclock(TickCount ticks, TickCount* remainder)
{
if (!g_settings.cpu_overclock_active)
return ticks;
const u64 num =
(static_cast<u32>(ticks) * static_cast<u64>(g_settings.cpu_overclock_denominator)) + static_cast<u32>(*remainder);
const TickCount t = static_cast<u32>(num / g_settings.cpu_overclock_numerator);
*remainder = static_cast<u32>(num % g_settings.cpu_overclock_numerator);
return t;
}
TickCount GetTicksPerSecond();
TickCount GetMaxSliceTicks();
void UpdateOverclock();
GlobalTicks GetGlobalTickCounter();
u32 GetFrameNumber();
u32 GetInternalFrameNumber();
const std::string& GetDiscPath();
const std::string& GetGameSerial();
const std::string& GetGameTitle();
const std::string& GetExeOverride();
const GameDatabase::Entry* GetGameDatabaseEntry();
GameHash GetGameHash();
bool IsRunningUnknownGame();
BootMode GetBootMode();
/// Returns the time elapsed in the current play session.
u64 GetSessionPlayedTime();
const BIOS::ImageInfo* GetBIOSImageInfo();
void FormatLatencyStats(SmallStringBase& str);
/// Loads global settings (i.e. EmuConfig).
void LoadSettings(bool display_osd_messages);
void SetDefaultSettings(SettingsInterface& si);
/// Reloads settings, and applies any changes present.
void ApplySettings(bool display_osd_messages);
/// Reloads game specific settings, and applys any changes present.
void ReloadGameSettings(bool display_osd_messages);
/// Reloads input profile, depending on whether it is a specific profile or game configuration.
void ReloadInputProfile(bool display_osd_messages);
/// Reloads input sources.
void ReloadInputSources();
/// Reloads input bindings.
void ReloadInputBindings();
/// Reloads only controller settings.
void UpdateControllerSettings();
bool BootSystem(SystemBootParameters parameters, Error* error);
void PauseSystem(bool paused);
void ResetSystem();
/// Loads state from the specified path.
bool LoadState(const char* path, Error* error, bool save_undo_state);
bool SaveState(std::string path, Error* error, bool backup_existing_save, bool ignore_memcard_busy);
bool SaveResumeState(Error* error);
/// Runs the VM until the CPU execution is canceled.
void Execute();
void SingleStepCPU();
/// Sets target emulation speed.
float GetTargetSpeed();
float GetAudioNominalRate();
/// Returns true if fast forwarding or slow motion is currently active.
bool IsRunningAtNonStandardSpeed();
/// Adjusts the throttle frequency, i.e. how many times we should sleep per second.
float GetVideoFrameRate();
void SetVideoFrameRate(float frequency);
// Access controllers for simulating input.
Controller* GetController(u32 slot);
void UpdateMemoryCardTypes();
bool HasMemoryCard(u32 slot);
bool IsSavingMemoryCards();
/// Swaps memory cards in slot 1/2.
void SwapMemoryCards();
/// Dumps RAM to a file.
bool DumpRAM(const char* filename);
/// Dumps video RAM to a file.
bool DumpVRAM(const char* filename);
/// Dumps sound RAM to a file.
bool DumpSPURAM(const char* filename);
bool HasMedia();
std::string GetMediaFileName();
bool InsertMedia(const char* path);
void RemoveMedia();
/// Returns true if this is a multi-subimage image (e.g. m3u).
bool HasMediaSubImages();
/// Returns the number of entries in the media/disc playlist.
u32 GetMediaSubImageCount();
/// Returns the current image from the media/disc playlist.
u32 GetMediaSubImageIndex();
/// Returns the index of the specified path in the playlist, or UINT32_MAX if it does not exist.
u32 GetMediaSubImageIndexForTitle(std::string_view title);
/// Returns the path to the specified playlist index.
std::string GetMediaSubImageTitle(u32 index);
/// Switches to the specified media/disc playlist index.
bool SwitchMediaSubImage(u32 index);
/// Updates throttler.
void UpdateSpeedLimiterState();
/// Toggles fast forward state.
bool IsFastForwardEnabled();
void SetFastForwardEnabled(bool enabled);
/// Toggles turbo state.
bool IsTurboEnabled();
void SetTurboEnabled(bool enabled);
/// Toggles rewind state.
bool IsRewinding();
void SetRewindState(bool enabled);
void DoFrameStep();
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGameSaveStateFileName(std::string_view serial, s32 slot);
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGlobalSaveStateFileName(s32 slot);
/// Returns the most recent resume save state.
std::string GetMostRecentResumeSaveStatePath();
/// Returns the path to the cheat file for the specified game title.
std::string GetCheatFileName();
/// Powers off the system, optionally saving the resume state.
void ShutdownSystem(bool save_resume_state);
/// Returns true if an undo load state exists.
bool CanUndoLoadState();
/// Returns save state info for the undo slot, if present.
std::optional<ExtendedSaveStateInfo> GetUndoSaveStateInfo();
/// Undoes a load state, i.e. restores the state prior to the load.
bool UndoLoadState();
/// Returns a list of save states for the specified game code.
std::vector<SaveStateInfo> GetAvailableSaveStates(std::string_view serial);
/// Returns save state info if present. If serial is null or empty, assumes global state.
std::optional<SaveStateInfo> GetSaveStateInfo(std::string_view serial, s32 slot);
/// Returns save state info from opened save state stream.
std::optional<ExtendedSaveStateInfo> GetExtendedSaveStateInfo(const char* path);
/// Deletes save states for the specified game code. If resume is set, the resume state is deleted too.
void DeleteSaveStates(std::string_view serial, bool resume);
/// Returns the path to the memory card for the specified game, considering game settings.
std::string GetGameMemoryCardPath(std::string_view serial, std::string_view path, u32 slot,
MemoryCardType* out_type = nullptr);
/// Returns intended output volume considering fast forwarding.
s32 GetAudioOutputVolume();
void UpdateVolume();
/// Saves a screenshot to the specified file. If no file name is provided, one will be generated automatically.
void SaveScreenshot(const char* path = nullptr, DisplayScreenshotMode mode = g_settings.display_screenshot_mode,
DisplayScreenshotFormat format = g_settings.display_screenshot_format,
u8 quality = g_settings.display_screenshot_quality, bool compress_on_thread = true);
/// Starts/stops GPU dump/trace recording.
bool StartRecordingGPUDump(const char* path = nullptr, u32 num_frames = 1);
void StopRecordingGPUDump();
/// Returns the path that a new media capture would be saved to by default. Safe to call from any thread.
std::string GetNewMediaCapturePath(const std::string_view title, const std::string_view container);
/// Current media capture (if active).
MediaCapture* GetMediaCapture();
/// Media capture (video and/or audio). If no path is provided, one will be generated automatically.
bool StartMediaCapture(std::string path = {});
void StopMediaCapture();
/// Toggle Widescreen Hack and Aspect Ratio
void ToggleWidescreen();
/// Quick switch between software and hardware rendering.
void ToggleSoftwareRendering();
/// Resizes the render window to the display size, with an optional scale.
/// If the scale is set to 0, the internal resolution will be used, otherwise it is treated as a multiplier to 1x.
void RequestDisplaySize(float scale = 0.0f);
//////////////////////////////////////////////////////////////////////////
// Memory Save States (Rewind and Runahead)
//////////////////////////////////////////////////////////////////////////
void CalculateRewindMemoryUsage(u32 num_saves, u32 resolution_scale, u64* ram_usage, u64* vram_usage);
void ClearMemorySaveStates(bool reallocate_resources);
void SetRunaheadReplayFlag();
/// Shared socket multiplexer, used by PINE/GDB/etc.
SocketMultiplexer* GetSocketMultiplexer();
void ReleaseSocketMultiplexer();
/// Called when rich presence changes.
void UpdateRichPresence(bool update_session_time);
} // namespace System
namespace Host {
/// Requests shut down of the current virtual machine.
void RequestSystemShutdown(bool allow_confirm, bool save_state);
} // namespace Host