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