pcsx2/pcsx2/VMManager.cpp
Stenzek 5c67438925 VMManager: Only exit CPU execution if we were running
Fixes crash if you were paused when you shut down the VM with the EE
interpreter enabled.
2023-02-04 12:29:44 +00:00

2245 lines
68 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "VMManager.h"
#include <atomic>
#include <sstream>
#include <mutex>
#include "common/Console.h"
#include "common/FileSystem.h"
#include "common/ScopedGuard.h"
#include "common/StringUtil.h"
#include "common/SettingsWrapper.h"
#include "common/Timer.h"
#include "common/Threading.h"
#include "fmt/core.h"
#include "Achievements.h"
#include "Counters.h"
#include "CDVD/CDVD.h"
#include "DEV9/DEV9.h"
#include "Elfheader.h"
#include "FW.h"
#include "GameDatabase.h"
#include "GS.h"
#include "GSDumpReplayer.h"
#include "HostDisplay.h"
#include "HostSettings.h"
#include "INISettingsInterface.h"
#include "IopBios.h"
#include "MTVU.h"
#include "MemoryCardFile.h"
#include "Patch.h"
#include "PerformanceMetrics.h"
#include "R5900.h"
#include "SPU2/spu2.h"
#include "DEV9/DEV9.h"
#include "USB/USB.h"
#include "PAD/Host/PAD.h"
#include "Sio.h"
#include "ps2/BiosTools.h"
#include "Recording/InputRecordingControls.h"
#include "DebugTools/MIPSAnalyst.h"
#include "DebugTools/SymbolMap.h"
#include "IconsFontAwesome5.h"
#include "Recording/InputRecording.h"
#include "common/emitter/tools.h"
#ifdef _M_X86
#include "common/emitter/x86_intrin.h"
#endif
#ifdef _WIN32
#include "common/RedtapeWindows.h"
#include <objbase.h>
#include <timeapi.h>
#endif
namespace VMManager
{
static void ApplyGameFixes();
static bool UpdateGameSettingsLayer();
static void CheckForConfigChanges(const Pcsx2Config& old_config);
static void CheckForCPUConfigChanges(const Pcsx2Config& old_config);
static void CheckForGSConfigChanges(const Pcsx2Config& old_config);
static void CheckForFramerateConfigChanges(const Pcsx2Config& old_config);
static void CheckForPatchConfigChanges(const Pcsx2Config& old_config);
static void CheckForDEV9ConfigChanges(const Pcsx2Config& old_config);
static void CheckForMemoryCardConfigChanges(const Pcsx2Config& old_config);
static void EnforceAchievementsChallengeModeSettings();
static void LogUnsafeSettingsToConsole(const std::string& messages);
static void WarnAboutUnsafeSettings();
static bool AutoDetectSource(const std::string& filename);
static bool ApplyBootParameters(VMBootParameters params, std::string* state_to_load);
static bool CheckBIOSAvailability();
static void LoadPatches(const std::string& serial, u32 crc,
bool show_messages, bool show_messages_when_disabled);
static void UpdateRunningGame(bool resetting, bool game_starting);
static std::string GetCurrentSaveStateFileName(s32 slot);
static bool DoLoadState(const char* filename);
static bool DoSaveState(const char* filename, s32 slot_for_message, bool zip_on_thread, bool backup_old_state);
static void ZipSaveState(std::unique_ptr<ArchiveEntryList> elist,
std::unique_ptr<SaveStateScreenshotData> screenshot, std::string osd_key,
const char* filename, s32 slot_for_message);
static void ZipSaveStateOnThread(std::unique_ptr<ArchiveEntryList> elist,
std::unique_ptr<SaveStateScreenshotData> screenshot, std::string osd_key,
std::string filename, s32 slot_for_message);
static void SetTimerResolutionIncreased(bool enabled);
static void SetHardwareDependentDefaultSettings(SettingsInterface& si);
static void EnsureCPUInfoInitialized();
static void SetEmuThreadAffinities();
} // namespace VMManager
static std::unique_ptr<SysMainMemory> s_vm_memory;
static std::unique_ptr<SysCpuProviderPack> s_cpu_provider_pack;
static std::unique_ptr<INISettingsInterface> s_game_settings_interface;
static std::unique_ptr<INISettingsInterface> s_input_settings_interface;
static std::atomic<VMState> s_state{VMState::Shutdown};
static bool s_cpu_implementation_changed = false;
static Threading::ThreadHandle s_vm_thread_handle;
static std::deque<std::thread> s_save_state_threads;
static std::mutex s_save_state_threads_mutex;
static std::recursive_mutex s_info_mutex;
static std::string s_disc_path;
static u32 s_game_crc;
static u32 s_patches_crc;
static std::string s_game_serial;
static std::string s_game_name;
static std::string s_elf_override;
static std::string s_input_profile_name;
static u32 s_active_game_fixes = 0;
static std::vector<u8> s_widescreen_cheats_data;
static bool s_widescreen_cheats_loaded = false;
static std::vector<u8> s_no_interlacing_cheats_data;
static bool s_no_interlacing_cheats_loaded = false;
static s32 s_active_widescreen_patches = 0;
static u32 s_active_no_interlacing_patches = 0;
static u32 s_frame_advance_count = 0;
static u32 s_mxcsr_saved;
static bool s_gs_open_on_initialize = false;
bool VMManager::PerformEarlyHardwareChecks(const char** error)
{
#define COMMON_DOWNLOAD_MESSAGE \
"PCSX2 builds can be downloaded from https://pcsx2.net/downloads/"
#if defined(_M_X86)
// On Windows, this gets called as a global object constructor, before any of our objects are constructed.
// So, we have to put it on the stack instead.
x86capabilities temp_x86_caps;
temp_x86_caps.Identify();
if (!temp_x86_caps.hasStreamingSIMD4Extensions)
{
*error = "PCSX2 requires the Streaming SIMD 4.1 Extensions instruction set, which your CPU does not support.\n\n"
"SSE4.1 is now a minimum requirement for PCSX2. You should either upgrade your CPU, or use an older build such as 1.6.0.\n\n" COMMON_DOWNLOAD_MESSAGE;
return false;
}
#if _M_SSE >= 0x0501
if (!temp_x86_caps.hasAVX || !temp_x86_caps.hasAVX2)
{
*error = "This build of PCSX2 requires the Advanced Vector Extensions 2 instruction set, which your CPU does not support.\n\n"
"You should download and run the SSE4.1 build of PCSX2 instead, or upgrade to a CPU that supports AVX2 to use this build.\n\n" COMMON_DOWNLOAD_MESSAGE;
return false;
}
#endif
#endif
#undef COMMON_DOWNLOAD_MESSAGE
return true;
}
VMState VMManager::GetState()
{
return s_state.load(std::memory_order_acquire);
}
void VMManager::SetState(VMState state)
{
// Some state transitions aren't valid.
const VMState old_state = s_state.load(std::memory_order_acquire);
pxAssert(state != VMState::Initializing && state != VMState::Shutdown);
SetTimerResolutionIncreased(state == VMState::Running);
s_state.store(state, std::memory_order_release);
if (state != VMState::Stopping && (state == VMState::Paused || old_state == VMState::Paused))
{
const bool paused = (state == VMState::Paused);
if (paused)
{
if (THREAD_VU1)
vu1Thread.WaitVU();
GetMTGS().WaitGS(false);
}
else
{
PerformanceMetrics::Reset();
frameLimitReset();
}
SPU2::SetOutputPaused(state == VMState::Paused);
if (state == VMState::Paused)
Host::OnVMPaused();
else
Host::OnVMResumed();
}
else if (state == VMState::Stopping && old_state == VMState::Running)
{
// If stopping, break execution as soon as possible.
Cpu->ExitExecution();
}
}
bool VMManager::HasValidVM()
{
const VMState state = s_state.load(std::memory_order_acquire);
return (state >= VMState::Running && state <= VMState::Resetting);
}
std::string VMManager::GetDiscPath()
{
std::unique_lock lock(s_info_mutex);
return s_disc_path;
}
u32 VMManager::GetGameCRC()
{
std::unique_lock lock(s_info_mutex);
return s_game_crc;
}
std::string VMManager::GetGameSerial()
{
std::unique_lock lock(s_info_mutex);
return s_game_serial;
}
std::string VMManager::GetGameName()
{
std::unique_lock lock(s_info_mutex);
return s_game_name;
}
bool VMManager::Internal::InitializeGlobals()
{
// On Win32, we have a bunch of things which use COM (e.g. SDL, XAudio2, etc).
// We need to initialize COM first, before anything else does, because otherwise they might
// initialize it in single-threaded/apartment mode, which can't be changed to multithreaded.
#ifdef _WIN32
HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(hr))
{
Host::ReportErrorAsync("Error", fmt::format("CoInitializeEx() failed: {:08X}", hr));
return false;
}
#endif
x86caps.Identify();
x86caps.CountCores();
x86caps.SIMD_EstablishMXCSRmask();
x86caps.CalculateMHz();
SysLogMachineCaps();
if (GSinit() != 0)
{
Host::ReportErrorAsync("Error", "Failed to initialize GS (GSinit()).");
return false;
}
if (!SPU2::Initialize())
{
Host::ReportErrorAsync("Error", "Failed to initialize SPU2.");
return false;
}
if (USBinit() != 0)
{
Host::ReportErrorAsync("Error", "Failed to initialize USB (USBinit())");
return false;
}
return true;
}
void VMManager::Internal::ReleaseGlobals()
{
USBshutdown();
SPU2::Shutdown();
GSshutdown();
#ifdef _WIN32
CoUninitialize();
#endif
}
bool VMManager::Internal::InitializeMemory()
{
pxAssert(!s_vm_memory && !s_cpu_provider_pack);
s_vm_memory = std::make_unique<SysMainMemory>();
s_cpu_provider_pack = std::make_unique<SysCpuProviderPack>();
return s_vm_memory->Allocate();
}
void VMManager::Internal::ReleaseMemory()
{
std::vector<u8>().swap(s_widescreen_cheats_data);
s_widescreen_cheats_loaded = false;
std::vector<u8>().swap(s_no_interlacing_cheats_data);
s_no_interlacing_cheats_loaded = false;
s_cpu_provider_pack.reset();
s_vm_memory.reset();
}
SysMainMemory& GetVmMemory()
{
return *s_vm_memory;
}
SysCpuProviderPack& GetCpuProviders()
{
return *s_cpu_provider_pack;
}
void VMManager::LoadSettings()
{
std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
SettingsInterface* si = Host::GetSettingsInterface();
SettingsLoadWrapper slw(*si);
EmuConfig.LoadSave(slw);
PAD::LoadConfig(*si);
Host::LoadSettings(*si, lock);
// Achievements hardcore mode disallows setting some configuration options.
EnforceAchievementsChallengeModeSettings();
// Remove any user-specified hacks in the config (we don't want stale/conflicting values when it's globally disabled).
EmuConfig.GS.MaskUserHacks();
EmuConfig.GS.MaskUpscalingHacks();
// Disable interlacing if we have no-interlacing patches active.
if (s_active_no_interlacing_patches > 0 && EmuConfig.GS.InterlaceMode == GSInterlaceMode::Automatic)
EmuConfig.GS.InterlaceMode = GSInterlaceMode::Off;
// Switch to 16:9 if widescreen patches are enabled, and AR is auto.
if (s_active_widescreen_patches > 0 && EmuConfig.GS.AspectRatio == AspectRatioType::RAuto4_3_3_2)
{
// Don't change when reloading settings in the middle of a FMV with switch.
if (EmuConfig.CurrentAspectRatio == EmuConfig.GS.AspectRatio)
EmuConfig.CurrentAspectRatio = AspectRatioType::R16_9;
EmuConfig.GS.AspectRatio = AspectRatioType::R16_9;
}
// Force MTVU off when playing back GS dumps, it doesn't get used.
if (GSDumpReplayer::IsReplayingDump())
EmuConfig.Speedhacks.vuThread = false;
if (HasValidVM())
{
if (EmuConfig.WarnAboutUnsafeSettings)
WarnAboutUnsafeSettings();
ApplyGameFixes();
}
}
void VMManager::ApplyGameFixes()
{
s_active_game_fixes = 0;
const GameDatabaseSchema::GameEntry* game = GameDatabase::findGame(s_game_serial);
if (!game)
return;
s_active_game_fixes += game->applyGameFixes(EmuConfig, EmuConfig.EnableGameFixes);
s_active_game_fixes += game->applyGSHardwareFixes(EmuConfig.GS);
}
std::string VMManager::GetGameSettingsPath(const std::string_view& game_serial, u32 game_crc)
{
std::string sanitized_serial(Path::SanitizeFileName(game_serial));
return game_serial.empty() ?
Path::Combine(EmuFolders::GameSettings, fmt::format("{:08X}.ini", game_crc)) :
Path::Combine(EmuFolders::GameSettings, fmt::format("{}_{:08X}.ini", sanitized_serial, game_crc));
}
std::string VMManager::GetDiscOverrideFromGameSettings(const std::string& elf_path)
{
std::string iso_path;
if (const u32 crc = cdvdGetElfCRC(elf_path); crc != 0)
{
INISettingsInterface si(GetGameSettingsPath(std::string_view(), crc));
if (si.Load())
{
iso_path = si.GetStringValue("EmuCore", "DiscPath");
if (!iso_path.empty())
Console.WriteLn(fmt::format("Disc override for ELF at '{}' is '{}'", elf_path, iso_path));
}
}
return iso_path;
}
std::string VMManager::GetInputProfilePath(const std::string_view& name)
{
return Path::Combine(EmuFolders::InputProfiles, fmt::format("{}.ini", name));
}
void VMManager::RequestDisplaySize(float scale /*= 0.0f*/)
{
int iwidth, iheight;
GSgetInternalResolution(&iwidth, &iheight);
if (iwidth <= 0 || iheight <= 0)
return;
// scale x not y for aspect ratio
float x_scale;
switch (GSConfig.AspectRatio)
{
case AspectRatioType::RAuto4_3_3_2:
if (GSgetDisplayMode() == GSVideoMode::SDTV_480P || (GSConfig.PCRTCOverscan && GSConfig.PCRTCOffsets))
x_scale = (3.0f / 2.0f) / (static_cast<float>(iwidth) / static_cast<float>(iheight));
else
x_scale = (4.0f / 3.0f) / (static_cast<float>(iwidth) / static_cast<float>(iheight));
break;
case AspectRatioType::R4_3:
x_scale = (4.0f / 3.0f) / (static_cast<float>(iwidth) / static_cast<float>(iheight));
break;
case AspectRatioType::R16_9:
x_scale = (16.0f / 9.0f) / (static_cast<float>(iwidth) / static_cast<float>(iheight));
break;
case AspectRatioType::Stretch:
default:
x_scale = 1.0f;
break;
}
float width = static_cast<float>(iwidth) * x_scale;
float height = static_cast<float>(iheight);
if (scale != 0.0f)
{
// unapply the upscaling, then apply the scale
scale = (1.0f / GSConfig.UpscaleMultiplier) * scale;
width *= scale;
height *= scale;
}
iwidth = std::max(static_cast<int>(std::lroundf(width)), 1);
iheight = std::max(static_cast<int>(std::lroundf(height)), 1);
Host::RequestResizeHostDisplay(iwidth, iheight);
}
std::string VMManager::GetSerialForGameSettings()
{
// If we're running an ELF, we don't want to use the serial for any ISO override
// for game settings, since the game settings is where we define the override.
std::unique_lock lock(s_info_mutex);
return s_elf_override.empty() ? std::string(s_game_serial) : std::string();
}
bool VMManager::UpdateGameSettingsLayer()
{
std::unique_ptr<INISettingsInterface> new_interface;
if (s_game_crc != 0 && Host::GetBaseBoolSettingValue("EmuCore", "EnablePerGameSettings", true))
{
std::string filename(GetGameSettingsPath(GetSerialForGameSettings(), s_game_crc));
if (!FileSystem::FileExists(filename.c_str()))
{
// try the legacy format (crc.ini)
filename = GetGameSettingsPath({}, s_game_crc);
}
if (FileSystem::FileExists(filename.c_str()))
{
Console.WriteLn("Loading game settings from '%s'...", filename.c_str());
new_interface = std::make_unique<INISettingsInterface>(std::move(filename));
if (!new_interface->Load())
{
Console.Error("Failed to parse game settings ini '%s'", new_interface->GetFileName().c_str());
new_interface.reset();
}
}
else
{
DevCon.WriteLn("No game settings found (tried '%s')", filename.c_str());
}
}
std::string input_profile_name;
bool use_game_settings_for_controller = false;
if (new_interface)
{
new_interface->GetBoolValue("Pad", "UseGameSettingsForController", &use_game_settings_for_controller);
if (!use_game_settings_for_controller)
new_interface->GetStringValue("EmuCore", "InputProfileName", &input_profile_name);
}
if (!s_game_settings_interface && !new_interface && s_input_profile_name == input_profile_name)
return false;
Host::Internal::SetGameSettingsLayer(new_interface.get());
s_game_settings_interface = std::move(new_interface);
std::unique_ptr<INISettingsInterface> input_interface;
if (!use_game_settings_for_controller)
{
if (!input_profile_name.empty())
{
const std::string filename(GetInputProfilePath(input_profile_name));
if (FileSystem::FileExists(filename.c_str()))
{
Console.WriteLn("Loading input profile from '%s'...", filename.c_str());
input_interface = std::make_unique<INISettingsInterface>(std::move(filename));
if (!input_interface->Load())
{
Console.Error("Failed to parse input profile ini '%s'", input_interface->GetFileName().c_str());
input_interface.reset();
input_profile_name = {};
}
}
else
{
DevCon.WriteLn("No game settings found (tried '%s')", filename.c_str());
input_profile_name = {};
}
}
Host::Internal::SetInputSettingsLayer(input_interface ? input_interface.get() : Host::Internal::GetBaseSettingsLayer());
}
else
{
// using game settings for bindings too
Host::Internal::SetInputSettingsLayer(s_game_settings_interface.get());
}
s_input_settings_interface = std::move(input_interface);
s_input_profile_name = std::move(input_profile_name);
return true;
}
void VMManager::LoadPatches(const std::string& serial, u32 crc, bool show_messages, bool show_messages_when_disabled)
{
const std::string crc_string(fmt::format("{:08X}", crc));
s_patches_crc = crc;
s_active_widescreen_patches = 0;
s_active_no_interlacing_patches = 0;
ForgetLoadedPatches();
std::string message;
int patch_count = 0;
if (EmuConfig.EnablePatches)
{
const GameDatabaseSchema::GameEntry* game = GameDatabase::findGame(serial);
if (game)
{
const std::string* patches = game->findPatch(crc);
if (patches && (patch_count = LoadPatchesFromString(*patches)) > 0)
{
PatchesCon->WriteLn(Color_Green, "(GameDB) Patches Loaded: %d", patch_count);
fmt::format_to(std::back_inserter(message), "{} game patches", patch_count);
}
LoadDynamicPatches(game->dynaPatches);
}
}
// regular cheat patches
int cheat_count = 0;
if (EmuConfig.EnableCheats)
{
cheat_count = LoadPatchesFromDir(crc_string, EmuFolders::Cheats, "Cheats", true);
if (cheat_count > 0)
{
PatchesCon->WriteLn(Color_Green, "Cheats Loaded: %d", cheat_count);
fmt::format_to(std::back_inserter(message), "{}{} cheat patches", (patch_count > 0) ? " and " : "", cheat_count);
}
}
// wide screen patches
if (EmuConfig.EnableWideScreenPatches && crc != 0)
{
if (!Achievements::ChallengeModeActive() && (s_active_widescreen_patches = LoadPatchesFromDir(crc_string, EmuFolders::CheatsWS, "Widescreen hacks", false) > 0))
{
Console.WriteLn(Color_Gray, "Found widescreen patches in the cheats_ws folder --> skipping cheats_ws.zip");
}
else
{
// No ws cheat files found at the cheats_ws folder, try the ws cheats zip file.
if (!s_widescreen_cheats_loaded)
{
s_widescreen_cheats_loaded = true;
std::optional<std::vector<u8>> data = Host::ReadResourceFile("cheats_ws.zip");
if (data.has_value())
s_widescreen_cheats_data = std::move(data.value());
}
if (!s_widescreen_cheats_data.empty())
{
s_active_widescreen_patches = LoadPatchesFromZip(crc_string, s_widescreen_cheats_data.data(), s_widescreen_cheats_data.size());
PatchesCon->WriteLn(Color_Green, "(Wide Screen Cheats DB) Patches Loaded: %d", s_active_widescreen_patches);
}
}
if (s_active_widescreen_patches > 0)
{
fmt::format_to(std::back_inserter(message), "{}{} widescreen patches", (patch_count > 0 || cheat_count > 0) ? " and " : "", s_active_widescreen_patches);
// Switch to 16:9 if widescreen patches are enabled, and AR is auto.
if (EmuConfig.GS.AspectRatio == AspectRatioType::RAuto4_3_3_2)
{
// Don't change when reloading settings in the middle of a FMV with switch.
if (EmuConfig.CurrentAspectRatio == EmuConfig.GS.AspectRatio)
EmuConfig.CurrentAspectRatio = AspectRatioType::R16_9;
EmuConfig.GS.AspectRatio = AspectRatioType::R16_9;
}
}
}
// no-interlacing patches
if (EmuConfig.EnableNoInterlacingPatches && crc != 0)
{
if (!Achievements::ChallengeModeActive() && (s_active_no_interlacing_patches = LoadPatchesFromDir(crc_string, EmuFolders::CheatsNI, "No-interlacing patches", false)) > 0)
{
Console.WriteLn(Color_Gray, "Found no-interlacing patches in the cheats_ni folder --> skipping cheats_ni.zip");
}
else
{
// No ws cheat files found at the cheats_ws folder, try the ws cheats zip file.
if (!s_no_interlacing_cheats_loaded)
{
s_no_interlacing_cheats_loaded = true;
std::optional<std::vector<u8>> data = Host::ReadResourceFile("cheats_ni.zip");
if (data.has_value())
s_no_interlacing_cheats_data = std::move(data.value());
}
if (!s_no_interlacing_cheats_data.empty())
{
s_active_no_interlacing_patches = LoadPatchesFromZip(crc_string, s_no_interlacing_cheats_data.data(), s_no_interlacing_cheats_data.size());
PatchesCon->WriteLn(Color_Green, "(No-Interlacing Cheats DB) Patches Loaded: %u", s_active_no_interlacing_patches);
}
}
if (s_active_no_interlacing_patches > 0)
{
fmt::format_to(std::back_inserter(message), "{}{} no-interlacing patches", (patch_count > 0 || cheat_count > 0 || s_active_widescreen_patches > 0) ? " and " : "", s_active_no_interlacing_patches);
// Disable interlacing in GS if active.
if (EmuConfig.GS.InterlaceMode == GSInterlaceMode::Automatic)
{
EmuConfig.GS.InterlaceMode = GSInterlaceMode::Off;
GetMTGS().ApplySettings();
}
}
}
else
{
s_active_no_interlacing_patches = 0;
}
if (show_messages)
{
if (cheat_count > 0 || s_active_widescreen_patches > 0 || s_active_no_interlacing_patches > 0)
{
message += " are active.";
Host::AddIconOSDMessage("LoadPatches", ICON_FA_FILE_CODE, message, Host::OSD_INFO_DURATION);
}
else if (show_messages_when_disabled)
{
Host::AddIconOSDMessage("LoadPatches", ICON_FA_FILE_CODE, "No cheats or patches (widescreen, compatibility or others) are found / enabled.", Host::OSD_INFO_DURATION);
}
}
}
void VMManager::UpdateRunningGame(bool resetting, bool game_starting)
{
// The CRC can be known before the game actually starts (at the bios), so when
// we have the CRC but we're still at the bios and the settings are changed
// (e.g. the user presses TAB to speed up emulation), we don't want to apply the
// settings as if the game is already running (title, loadeding patches, etc).
u32 new_crc;
std::string new_serial;
if (!GSDumpReplayer::IsReplayingDump())
{
const bool ingame = (ElfCRC && (g_GameLoading || g_GameStarted));
new_crc = ingame ? ElfCRC : 0;
new_serial = ingame ? SysGetDiscID() : SysGetBiosDiscID();
}
else
{
new_crc = GSDumpReplayer::GetDumpCRC();
new_serial = GSDumpReplayer::GetDumpSerial();
}
if (!resetting && s_game_crc == new_crc && s_game_serial == new_serial)
return;
{
std::unique_lock lock(s_info_mutex);
s_game_serial = std::move(new_serial);
s_game_crc = new_crc;
s_game_name.clear();
std::string memcardFilters;
if (const GameDatabaseSchema::GameEntry* game = GameDatabase::findGame(s_game_serial))
{
if (!s_elf_override.empty())
s_game_name = Path::GetFileTitle(FileSystem::GetDisplayNameFromPath(s_elf_override));
else
s_game_name = game->name;
memcardFilters = game->memcardFiltersAsString();
}
else
{
if (s_game_serial.empty() && s_game_crc == 0)
s_game_name = "Booting PS2 BIOS...";
}
sioSetGameSerial(memcardFilters.empty() ? s_game_serial : memcardFilters);
// If we don't reset the timer here, when using folder memcards the reindex will cause an eject,
// which a bunch of games don't like since they access the memory card on boot.
if (game_starting || resetting)
AutoEject::ClearAll();
}
Console.WriteLn(Color_StrongGreen, "Game Changed:");
Console.WriteLn(Color_StrongGreen, fmt::format(" Name: {}", s_game_name));
Console.WriteLn(Color_StrongGreen, fmt::format(" Serial: {}", s_game_serial));
Console.WriteLn(Color_StrongGreen, fmt::format(" CRC: {:08X}", s_game_crc));
UpdateGameSettingsLayer();
ApplySettings();
// Clear the memory card eject notification again when booting for the first time, or starting.
// Otherwise, games think the card was removed on boot.
if (game_starting || resetting)
AutoEject::ClearAll();
// Check this here, for two cases: dynarec on, and when enable cheats is set per-game.
if (s_patches_crc != s_game_crc)
ReloadPatches(game_starting, false);
#ifdef ENABLE_ACHIEVEMENTS
// Per-game ini enabling of hardcore mode. We need to re-enforce the settings if so.
if (game_starting && Achievements::ResetChallengeMode())
ApplySettings();
#endif
GetMTGS().SendGameCRC(new_crc);
Host::OnGameChanged(s_disc_path, s_elf_override, s_game_serial, s_game_name, s_game_crc);
MIPSAnalyst::ScanForFunctions(R5900SymbolMap, ElfTextRange.first, ElfTextRange.first + ElfTextRange.second, true);
R5900SymbolMap.UpdateActiveSymbols();
R3000SymbolMap.UpdateActiveSymbols();
}
void VMManager::ReloadPatches(bool verbose, bool show_messages_when_disabled)
{
LoadPatches(s_game_serial, s_game_crc, verbose, show_messages_when_disabled);
}
static LimiterModeType GetInitialLimiterMode()
{
return EmuConfig.GS.FrameLimitEnable ? LimiterModeType::Nominal : LimiterModeType::Unlimited;
}
bool VMManager::AutoDetectSource(const std::string& filename)
{
if (!filename.empty())
{
if (!FileSystem::FileExists(filename.c_str()))
{
Host::ReportErrorAsync("Error", fmt::format("Requested filename '{}' does not exist.", filename));
return false;
}
const std::string display_name(FileSystem::GetDisplayNameFromPath(filename));
if (IsGSDumpFileName(display_name))
{
CDVDsys_ChangeSource(CDVD_SourceType::NoDisc);
return GSDumpReplayer::Initialize(filename.c_str());
}
else if (IsElfFileName(display_name))
{
// alternative way of booting an elf, change the elf override, and (optionally) use the disc
// specified in the game settings.
std::string disc_path(GetDiscOverrideFromGameSettings(filename));
if (!disc_path.empty())
{
CDVDsys_SetFile(CDVD_SourceType::Iso, disc_path);
CDVDsys_ChangeSource(CDVD_SourceType::Iso);
s_disc_path = std::move(disc_path);
}
else
{
CDVDsys_ChangeSource(CDVD_SourceType::NoDisc);
}
s_elf_override = filename;
return true;
}
else
{
// TODO: Maybe we should check if it's a valid iso here...
CDVDsys_SetFile(CDVD_SourceType::Iso, filename);
CDVDsys_ChangeSource(CDVD_SourceType::Iso);
s_disc_path = filename;
return true;
}
}
else
{
// make sure we're not fast booting when we have no filename
CDVDsys_ChangeSource(CDVD_SourceType::NoDisc);
EmuConfig.UseBOOT2Injection = false;
return true;
}
}
bool VMManager::ApplyBootParameters(VMBootParameters params, std::string* state_to_load)
{
const bool default_fast_boot = Host::GetBoolSettingValue("EmuCore", "EnableFastBoot", true);
EmuConfig.UseBOOT2Injection = params.fast_boot.value_or(default_fast_boot);
s_elf_override = std::move(params.elf_override);
s_disc_path.clear();
if (!params.save_state.empty())
*state_to_load = std::move(params.save_state);
// if we're loading an indexed save state, we need to get the serial/crc from the disc.
if (params.state_index.has_value())
{
if (params.filename.empty())
{
Host::ReportErrorAsync("Error", "Cannot load an indexed save state without a boot filename.");
return false;
}
*state_to_load = GetSaveStateFileName(params.filename.c_str(), params.state_index.value());
if (state_to_load->empty())
{
Host::ReportErrorAsync("Error", "Could not resolve path indexed save state load.");
return false;
}
}
#ifdef ENABLE_ACHIEVEMENTS
// Check for resuming with hardcore mode.
Achievements::ResetChallengeMode();
if (!state_to_load->empty() && Achievements::ChallengeModeActive() &&
!Achievements::ConfirmChallengeModeDisable("Resuming state"))
{
return false;
}
#endif
// resolve source type
if (params.source_type.has_value())
{
if (params.source_type.value() == CDVD_SourceType::Iso && !FileSystem::FileExists(params.filename.c_str()))
{
Host::ReportErrorAsync("Error", fmt::format("Requested filename '{}' does not exist.", params.filename));
return false;
}
// Use specified source type.
s_disc_path = std::move(params.filename);
CDVDsys_SetFile(params.source_type.value(), s_disc_path);
CDVDsys_ChangeSource(params.source_type.value());
}
else
{
// Automatic type detection of boot parameter based on filename.
if (!AutoDetectSource(params.filename))
return false;
}
if (!s_elf_override.empty())
{
if (!FileSystem::FileExists(s_elf_override.c_str()))
{
Host::ReportErrorAsync("Error", fmt::format("Requested boot ELF '{}' does not exist.", s_elf_override));
return false;
}
Hle_SetElfPath(s_elf_override.c_str());
EmuConfig.UseBOOT2Injection = true;
}
return true;
}
bool VMManager::CheckBIOSAvailability()
{
if (IsBIOSAvailable(EmuConfig.FullpathToBios()))
return true;
// TODO: When we translate core strings, translate this.
const char* message = "PCSX2 requires a PS2 BIOS in order to run.\n\n"
"For legal reasons, you *must* obtain a BIOS from an actual PS2 unit that you own (borrowing doesn't count).\n\n"
"Once dumped, this BIOS image should be placed in the bios folder within the data directory (Tools Menu -> Open Data Directory).\n\n"
"Please consult the FAQs and Guides for further instructions.";
Host::ReportErrorAsync("Startup Error", message);
return false;
}
bool VMManager::Initialize(VMBootParameters boot_params)
{
const Common::Timer init_timer;
pxAssertRel(s_state.load(std::memory_order_acquire) == VMState::Shutdown, "VM is shutdown");
// cancel any game list scanning, we need to use CDVD!
// TODO: we can get rid of this once, we make CDVD not use globals...
// (or make it thread-local, but that seems silly.)
Host::CancelGameListRefresh();
s_state.store(VMState::Initializing, std::memory_order_release);
s_vm_thread_handle = Threading::ThreadHandle::GetForCallingThread();
Host::OnVMStarting();
ScopedGuard close_state = [] {
if (GSDumpReplayer::IsReplayingDump())
GSDumpReplayer::Shutdown();
s_vm_thread_handle = {};
s_state.store(VMState::Shutdown, std::memory_order_release);
Host::OnVMDestroyed();
};
std::string state_to_load;
if (!ApplyBootParameters(std::move(boot_params), &state_to_load))
return false;
EmuConfig.LimiterMode = GetInitialLimiterMode();
// early out if we don't have a bios
if (!GSDumpReplayer::IsReplayingDump() && !CheckBIOSAvailability())
return false;
Console.WriteLn("Opening CDVD...");
if (!DoCDVDopen())
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize CDVD.");
return false;
}
ScopedGuard close_cdvd = [] { DoCDVDclose(); };
Console.WriteLn("Opening GS...");
s_gs_open_on_initialize = GetMTGS().IsOpen();
if (!s_gs_open_on_initialize && !GetMTGS().WaitForOpen())
{
// we assume GS is going to report its own error
Console.WriteLn("Failed to open GS.");
return false;
}
ScopedGuard close_gs = []() {
if (!s_gs_open_on_initialize)
GetMTGS().WaitForClose();
};
Console.WriteLn("Opening SPU2...");
if (!SPU2::Open())
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize SPU2.");
return false;
}
ScopedGuard close_spu2(&SPU2::Close);
Console.WriteLn("Opening PAD...");
if (PADinit() != 0 || PADopen(g_host_display->GetWindowInfo()) != 0)
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize PAD.");
return false;
}
ScopedGuard close_pad = []() {
PADclose();
PADshutdown();
};
Console.WriteLn("Opening DEV9...");
if (DEV9init() != 0 || DEV9open() != 0)
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize DEV9.");
return false;
}
ScopedGuard close_dev9 = []() {
DEV9close();
DEV9shutdown();
};
Console.WriteLn("Opening USB...");
if (!USBopen())
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize USB.");
return false;
}
ScopedGuard close_usb = []() {
USBclose();
};
Console.WriteLn("Opening FW...");
if (FWopen() != 0)
{
Host::ReportErrorAsync("Startup Error", "Failed to initialize FW.");
return false;
}
ScopedGuard close_fw = []() { FWclose(); };
FileMcd_EmuOpen();
// Don't close when we return
close_fw.Cancel();
close_usb.Cancel();
close_dev9.Cancel();
close_pad.Cancel();
close_spu2.Cancel();
close_gs.Cancel();
close_cdvd.Cancel();
close_state.Cancel();
#if defined(_M_X86)
s_mxcsr_saved = _mm_getcsr();
#elif defined(_M_ARM64)
s_mxcsr_saved = static_cast<u32>(a64_getfpcr());
#endif
s_cpu_implementation_changed = false;
s_cpu_provider_pack->ApplyConfig();
SetCPUState(EmuConfig.Cpu.sseMXCSR, EmuConfig.Cpu.sseVU0MXCSR, EmuConfig.Cpu.sseVU1MXCSR);
SysClearExecutionCache();
memBindConditionalHandlers();
ForgetLoadedPatches();
gsUpdateFrequency(EmuConfig);
frameLimitReset();
cpuReset();
Console.WriteLn("VM subsystems initialized in %.2f ms", init_timer.GetTimeMilliseconds());
s_state.store(VMState::Paused, std::memory_order_release);
Host::OnVMStarted();
UpdateRunningGame(true, false);
SetEmuThreadAffinities();
PerformanceMetrics::Clear();
// do we want to load state?
if (!GSDumpReplayer::IsReplayingDump() && !state_to_load.empty())
{
if (!DoLoadState(state_to_load.c_str()))
{
Shutdown(false);
return false;
}
}
return true;
}
void VMManager::Shutdown(bool save_resume_state)
{
// we'll probably already be stopping (this is how Qt calls shutdown),
// but just in case, so any of the stuff we call here knows we don't have a valid VM.
s_state.store(VMState::Stopping, std::memory_order_release);
SetTimerResolutionIncreased(false);
// sync everything
if (THREAD_VU1)
vu1Thread.WaitVU();
GetMTGS().WaitGS();
if (!GSDumpReplayer::IsReplayingDump() && save_resume_state)
{
std::string resume_file_name(GetCurrentSaveStateFileName(-1));
if (!resume_file_name.empty() && !DoSaveState(resume_file_name.c_str(), -1, true, false))
Console.Error("Failed to save resume state");
}
else if (GSDumpReplayer::IsReplayingDump())
{
GSDumpReplayer::Shutdown();
}
{
LastELF.clear();
DiscSerial.clear();
ElfCRC = 0;
ElfEntry = 0;
ElfTextRange = {};
std::unique_lock lock(s_info_mutex);
s_disc_path.clear();
s_elf_override.clear();
s_game_crc = 0;
s_patches_crc = 0;
s_game_serial.clear();
s_game_name.clear();
Host::OnGameChanged(s_disc_path, s_elf_override, s_game_serial, s_game_name, 0);
}
s_active_game_fixes = 0;
s_active_widescreen_patches = 0;
s_active_no_interlacing_patches = 0;
UpdateGameSettingsLayer();
std::string().swap(s_elf_override);
#ifdef _M_X86
_mm_setcsr(s_mxcsr_saved);
#elif defined(_M_ARM64)
a64_setfpcr(s_mxcsr_saved);
#endif
ForgetLoadedPatches();
R3000A::ioman::reset();
vtlb_Shutdown();
USBclose();
SPU2::Close();
PADclose();
DEV9close();
DoCDVDclose();
FWclose();
FileMcd_EmuClose();
// If the fullscreen UI is running, do a hardware reset on the GS
// so that the texture cache and targets are all cleared.
if (s_gs_open_on_initialize)
{
GetMTGS().WaitGS(false, false, false);
GetMTGS().ResetGS(true);
}
else
{
GetMTGS().WaitForClose();
}
PADshutdown();
DEV9shutdown();
s_state.store(VMState::Shutdown, std::memory_order_release);
Host::OnVMDestroyed();
}
void VMManager::Reset()
{
pxAssert(HasValidVM());
// If we're running, we're probably going to be executing this at event test time,
// at vsync, which happens in the middle of event handling. Resetting everything
// immediately here is a bad idea (tm), in fact, it breaks some games (e.g. TC:NYC).
// So, instead, we tell the rec to exit execution, _then_ reset. Paused is fine here,
// since the rec won't be running, so it's safe to immediately reset there.
if (s_state.load(std::memory_order_acquire) == VMState::Running)
{
s_state.store(VMState::Resetting, std::memory_order_release);
return;
}
#ifdef ENABLE_ACHIEVEMENTS
if (!Achievements::OnReset())
return;
#endif
const bool game_was_started = g_GameStarted;
s_active_game_fixes = 0;
s_active_widescreen_patches = 0;
s_active_no_interlacing_patches = 0;
SysClearExecutionCache();
memBindConditionalHandlers();
UpdateVSyncRate();
frameLimitReset();
cpuReset();
// gameid change, so apply settings
if (game_was_started)
UpdateRunningGame(true, false);
if (g_InputRecording.isActive())
{
g_InputRecording.handleReset();
GetMTGS().PresentCurrentFrame();
}
// If we were paused, state won't be resetting, so don't flip back to running.
if (s_state.load(std::memory_order_acquire) == VMState::Resetting)
s_state.store(VMState::Running, std::memory_order_release);
}
std::string VMManager::GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot)
{
std::string filename;
if (game_crc != 0)
{
if (slot < 0)
filename = fmt::format("{} ({:08X}).resume.p2s", game_serial, game_crc);
else
filename = fmt::format("{} ({:08X}).{:02d}.p2s", game_serial, game_crc, slot);
filename = Path::Combine(EmuFolders::Savestates, filename);
}
return filename;
}
std::string VMManager::GetSaveStateFileName(const char* filename, s32 slot)
{
pxAssertRel(!HasValidVM(), "Should not have a VM when calling the non-gamelist GetSaveStateFileName()");
std::string ret;
std::string serial;
u32 crc;
if (Host::GetSerialAndCRCForFilename(filename, &serial, &crc))
ret = GetSaveStateFileName(serial.c_str(), crc, slot);
return ret;
}
bool VMManager::HasSaveStateInSlot(const char* game_serial, u32 game_crc, s32 slot)
{
std::string filename(GetSaveStateFileName(game_serial, game_crc, slot));
return (!filename.empty() && FileSystem::FileExists(filename.c_str()));
}
std::string VMManager::GetCurrentSaveStateFileName(s32 slot)
{
std::unique_lock lock(s_info_mutex);
return GetSaveStateFileName(s_game_serial.c_str(), s_game_crc, slot);
}
bool VMManager::DoLoadState(const char* filename)
{
if (GSDumpReplayer::IsReplayingDump())
return false;
try
{
Host::OnSaveStateLoading(filename);
SaveState_UnzipFromDisk(filename);
UpdateRunningGame(false, false);
Host::OnSaveStateLoaded(filename, true);
if (g_InputRecording.isActive())
{
g_InputRecording.handleLoadingSavestate();
GetMTGS().PresentCurrentFrame();
}
return true;
}
catch (Exception::BaseException& e)
{
Host::ReportErrorAsync("Failed to load save state", e.UserMsg());
Host::OnSaveStateLoaded(filename, false);
return false;
}
}
bool VMManager::DoSaveState(const char* filename, s32 slot_for_message, bool zip_on_thread, bool backup_old_state)
{
if (GSDumpReplayer::IsReplayingDump())
return false;
std::string osd_key(fmt::format("SaveStateSlot{}", slot_for_message));
try
{
std::unique_ptr<ArchiveEntryList> elist(SaveState_DownloadState());
std::unique_ptr<SaveStateScreenshotData> screenshot(SaveState_SaveScreenshot());
if (FileSystem::FileExists(filename) && backup_old_state)
{
const std::string backup_filename(fmt::format("{}.backup", filename));
Console.WriteLn(fmt::format("Creating save state backup {}...", backup_filename));
if (!FileSystem::RenamePath(filename, backup_filename.c_str()))
{
Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_EXCLAMATION_TRIANGLE,
fmt::format("Failed to back up old save state {}.", Path::GetFileName(filename)), Host::OSD_ERROR_DURATION);
}
}
if (zip_on_thread)
{
// lock order here is important; the thread could exit before we resume here.
std::unique_lock lock(s_save_state_threads_mutex);
s_save_state_threads.emplace_back(&VMManager::ZipSaveStateOnThread,
std::move(elist), std::move(screenshot), std::move(osd_key), std::string(filename),
slot_for_message);
}
else
{
ZipSaveState(std::move(elist), std::move(screenshot), std::move(osd_key), filename, slot_for_message);
}
Host::OnSaveStateSaved(filename);
return true;
}
catch (Exception::BaseException& e)
{
Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_EXCLAMATION_TRIANGLE, fmt::format("Failed to save save state: {}.", e.DiagMsg()),
Host::OSD_ERROR_DURATION);
return false;
}
}
void VMManager::ZipSaveState(std::unique_ptr<ArchiveEntryList> elist,
std::unique_ptr<SaveStateScreenshotData> screenshot, std::string osd_key,
const char* filename, s32 slot_for_message)
{
Common::Timer timer;
if (SaveState_ZipToDisk(std::move(elist), std::move(screenshot), filename))
{
if (slot_for_message >= 0 && VMManager::HasValidVM())
Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_SAVE, fmt::format("State saved to slot {}.", slot_for_message),
Host::OSD_QUICK_DURATION);
}
else
{
Host::AddIconOSDMessage(std::move(osd_key), ICON_FA_EXCLAMATION_TRIANGLE, fmt::format("Failed to save save state to slot {}.", slot_for_message),
Host::OSD_ERROR_DURATION);
}
DevCon.WriteLn("Zipping save state to '%s' took %.2f ms", filename, timer.GetTimeMilliseconds());
}
void VMManager::ZipSaveStateOnThread(std::unique_ptr<ArchiveEntryList> elist, std::unique_ptr<SaveStateScreenshotData> screenshot,
std::string osd_key, std::string filename, s32 slot_for_message)
{
ZipSaveState(std::move(elist), std::move(screenshot), std::move(osd_key), filename.c_str(), slot_for_message);
// remove ourselves from the thread list. if we're joining, we might not be in there.
const auto this_id = std::this_thread::get_id();
std::unique_lock lock(s_save_state_threads_mutex);
for (auto it = s_save_state_threads.begin(); it != s_save_state_threads.end(); ++it)
{
if (it->get_id() == this_id)
{
it->detach();
s_save_state_threads.erase(it);
break;
}
}
}
void VMManager::WaitForSaveStateFlush()
{
std::unique_lock lock(s_save_state_threads_mutex);
while (!s_save_state_threads.empty())
{
// take a thread from the list and join with it. it won't self detatch then, but that's okay,
// since we're joining with it here.
std::thread save_thread(std::move(s_save_state_threads.front()));
s_save_state_threads.pop_front();
lock.unlock();
save_thread.join();
lock.lock();
}
}
u32 VMManager::DeleteSaveStates(const char* game_serial, u32 game_crc, bool also_backups /* = true */)
{
WaitForSaveStateFlush();
u32 deleted = 0;
for (s32 i = -1; i <= NUM_SAVE_STATE_SLOTS; i++)
{
std::string filename(GetSaveStateFileName(game_serial, game_crc, i));
if (FileSystem::FileExists(filename.c_str()) && FileSystem::DeleteFilePath(filename.c_str()))
deleted++;
if (also_backups)
{
filename += ".backup";
if (FileSystem::FileExists(filename.c_str()) && FileSystem::DeleteFilePath(filename.c_str()))
deleted++;
}
}
return deleted;
}
bool VMManager::LoadState(const char* filename)
{
#ifdef ENABLE_ACHIEVEMENTS
if (Achievements::ChallengeModeActive() &&
!Achievements::ConfirmChallengeModeDisable("Loading state"))
{
return false;
}
#endif
// TODO: Save the current state so we don't need to reset.
if (DoLoadState(filename))
return true;
Reset();
return false;
}
bool VMManager::LoadStateFromSlot(s32 slot)
{
const std::string filename(GetCurrentSaveStateFileName(slot));
if (filename.empty())
{
Host::AddIconOSDMessage("LoadStateFromSlot", ICON_FA_EXCLAMATION_TRIANGLE, fmt::format("There is no save state in slot {}.", slot), 5.0f);
return false;
}
#ifdef ENABLE_ACHIEVEMENTS
if (Achievements::ChallengeModeActive() &&
!Achievements::ConfirmChallengeModeDisable("Loading state"))
{
return false;
}
#endif
Host::AddIconOSDMessage("LoadStateFromSlot", ICON_FA_FOLDER_OPEN, fmt::format("Loading state from slot {}...", slot), Host::OSD_QUICK_DURATION);
return DoLoadState(filename.c_str());
}
bool VMManager::SaveState(const char* filename, bool zip_on_thread, bool backup_old_state)
{
return DoSaveState(filename, -1, zip_on_thread, backup_old_state);
}
bool VMManager::SaveStateToSlot(s32 slot, bool zip_on_thread)
{
const std::string filename(GetCurrentSaveStateFileName(slot));
if (filename.empty())
return false;
// if it takes more than a minute.. well.. wtf.
Host::AddIconOSDMessage(fmt::format("SaveStateSlot{}", slot), ICON_FA_SAVE, fmt::format("Saving state to slot {}...", slot), 60.0f);
return DoSaveState(filename.c_str(), slot, zip_on_thread, EmuConfig.BackupSavestate);
}
LimiterModeType VMManager::GetLimiterMode()
{
return EmuConfig.LimiterMode;
}
void VMManager::SetLimiterMode(LimiterModeType type)
{
if (EmuConfig.LimiterMode == type)
return;
EmuConfig.LimiterMode = type;
gsUpdateFrequency(EmuConfig);
SPU2::OnTargetSpeedChanged();
}
void VMManager::FrameAdvance(u32 num_frames /*= 1*/)
{
if (!HasValidVM())
return;
#ifdef ENABLE_ACHIEVEMENTS
if (Achievements::ChallengeModeActive() && !Achievements::ConfirmChallengeModeDisable("Frame advancing"))
return;
#endif
s_frame_advance_count = num_frames;
SetState(VMState::Running);
}
bool VMManager::ChangeDisc(CDVD_SourceType source, std::string path)
{
const CDVD_SourceType old_type = CDVDsys_GetSourceType();
const std::string old_path(CDVDsys_GetFile(old_type));
const std::string display_name((source != CDVD_SourceType::Iso) ? path : FileSystem::GetDisplayNameFromPath(path));
CDVDsys_ChangeSource(source);
if (!path.empty())
CDVDsys_SetFile(source, std::move(path));
const bool result = DoCDVDopen();
if (result)
{
if (source == CDVD_SourceType::NoDisc)
Host::AddIconOSDMessage("ChangeDisc", ICON_FA_COMPACT_DISC, "Disc removed.", Host::OSD_INFO_DURATION);
else
Host::AddIconOSDMessage("ChangeDisc", ICON_FA_COMPACT_DISC, fmt::format("Disc changed to '{}'.", display_name), Host::OSD_INFO_DURATION);
}
else
{
Host::AddIconOSDMessage("ChangeDisc", ICON_FA_COMPACT_DISC, fmt::format("Failed to open new disc image '{}'. Reverting to old image.", display_name),
Host::OSD_ERROR_DURATION);
CDVDsys_ChangeSource(old_type);
if (!old_path.empty())
CDVDsys_SetFile(old_type, std::move(old_path));
if (!DoCDVDopen())
{
Host::AddIconOSDMessage("ChangeDisc", ICON_FA_COMPACT_DISC, "Failed to switch back to old disc image. Removing disc.", Host::OSD_CRITICAL_ERROR_DURATION);
CDVDsys_ChangeSource(CDVD_SourceType::NoDisc);
DoCDVDopen();
}
}
cdvdCtrlTrayOpen();
return result;
}
bool VMManager::IsElfFileName(const std::string_view& path)
{
return StringUtil::EndsWithNoCase(path, ".elf");
}
bool VMManager::IsBlockDumpFileName(const std::string_view& path)
{
return StringUtil::EndsWithNoCase(path, ".dump");
}
bool VMManager::IsGSDumpFileName(const std::string_view& path)
{
return (StringUtil::EndsWithNoCase(path, ".gs") ||
StringUtil::EndsWithNoCase(path, ".gs.xz") ||
StringUtil::EndsWithNoCase(path, ".gs.zst"));
}
bool VMManager::IsSaveStateFileName(const std::string_view& path)
{
return StringUtil::EndsWithNoCase(path, ".p2s");
}
bool VMManager::IsDiscFileName(const std::string_view& path)
{
static const char* extensions[] = {".iso", ".bin", ".img", ".mdf", ".gz", ".cso", ".chd"};
for (const char* test_extension : extensions)
{
if (StringUtil::EndsWithNoCase(path, test_extension))
return true;
}
return false;
}
bool VMManager::IsLoadableFileName(const std::string_view& path)
{
return IsDiscFileName(path) || IsElfFileName(path) || IsGSDumpFileName(path) || IsBlockDumpFileName(path);
}
void VMManager::Execute()
{
// Check for interpreter<->recompiler switches.
if (std::exchange(s_cpu_implementation_changed, false))
{
// We need to switch the cpus out, and reset the new ones if so.
s_cpu_provider_pack->ApplyConfig();
SysClearExecutionCache();
vtlb_ResetFastmem();
}
// Execute until we're asked to stop.
Cpu->Execute();
}
void VMManager::SetPaused(bool paused)
{
if (!HasValidVM())
return;
Console.WriteLn(paused ? "(VMManager) Pausing..." : "(VMManager) Resuming...");
SetState(paused ? VMState::Paused : VMState::Running);
}
const std::string& VMManager::Internal::GetElfOverride()
{
return s_elf_override;
}
bool VMManager::Internal::IsExecutionInterrupted()
{
return s_state.load(std::memory_order_relaxed) != VMState::Running || s_cpu_implementation_changed;
}
void VMManager::Internal::EntryPointCompilingOnCPUThread()
{
// Classic chicken and egg problem here. We don't want to update the running game
// until the game entry point actually runs, because that can update settings, which
// can flush the JIT, etc. But we need to apply patches for games where the entry
// point is in the patch (e.g. WRC 4). So. Gross, but the only way to handle it really.
LoadPatches(SysGetDiscID(), ElfCRC, true, false);
ApplyLoadedPatches(PPT_ONCE_ON_LOAD);
}
void VMManager::Internal::GameStartingOnCPUThread()
{
UpdateRunningGame(false, true);
ApplyLoadedPatches(PPT_ONCE_ON_LOAD);
ApplyLoadedPatches(PPT_COMBINED_0_1);
}
void VMManager::Internal::VSyncOnCPUThread()
{
// TODO: Move frame limiting here to reduce CPU usage after sleeping...
ApplyLoadedPatches(PPT_CONTINUOUSLY);
ApplyLoadedPatches(PPT_COMBINED_0_1);
// Frame advance must be done *before* pumping messages, because otherwise
// we'll immediately reduce the counter we just set.
if (s_frame_advance_count > 0)
{
s_frame_advance_count--;
if (s_frame_advance_count == 0)
{
// auto pause at the end of frame advance
SetState(VMState::Paused);
}
}
Host::CPUThreadVSync();
if (EmuConfig.EnableRecordingTools)
{
// This code is called _before_ Counter's vsync end, and _after_ vsync start
if (g_InputRecording.isActive())
{
// Process any outstanding recording actions (ie. toggle mode, stop the recording, etc)
g_InputRecording.processRecordQueue();
g_InputRecording.getControls().processControlQueue();
// Increment our internal frame counter, used to keep track of when we hit the end, etc.
g_InputRecording.incFrameCounter();
g_InputRecording.handleExceededFrameCounter();
}
// At this point, the PAD data has been read from the user for the current frame
// so we can either read from it, or overwrite it!
g_InputRecording.handleControllerDataUpdate();
}
}
void VMManager::CheckForCPUConfigChanges(const Pcsx2Config& old_config)
{
if (EmuConfig.Cpu == old_config.Cpu &&
EmuConfig.Gamefixes == old_config.Gamefixes &&
EmuConfig.Speedhacks == old_config.Speedhacks &&
EmuConfig.Profiler == old_config.Profiler)
{
return;
}
Console.WriteLn("Updating CPU configuration...");
SetCPUState(EmuConfig.Cpu.sseMXCSR, EmuConfig.Cpu.sseVU0MXCSR, EmuConfig.Cpu.sseVU1MXCSR);
SysClearExecutionCache();
memBindConditionalHandlers();
if (EmuConfig.Cpu.Recompiler.EnableFastmem != old_config.Cpu.Recompiler.EnableFastmem)
vtlb_ResetFastmem();
// did we toggle recompilers?
if (EmuConfig.Cpu.CpusChanged(old_config.Cpu))
{
// This has to be done asynchronously, since we're still executing the
// cpu when this function is called. Break the execution as soon as
// possible and reset next time we're called.
s_cpu_implementation_changed = true;
}
if (EmuConfig.Cpu.AffinityControlMode != old_config.Cpu.AffinityControlMode ||
EmuConfig.Speedhacks.vuThread != old_config.Speedhacks.vuThread)
{
SetEmuThreadAffinities();
}
}
void VMManager::CheckForGSConfigChanges(const Pcsx2Config& old_config)
{
if (EmuConfig.GS == old_config.GS)
return;
Console.WriteLn("Updating GS configuration...");
if (EmuConfig.GS.FrameLimitEnable != old_config.GS.FrameLimitEnable)
EmuConfig.LimiterMode = GetInitialLimiterMode();
gsUpdateFrequency(EmuConfig);
UpdateVSyncRate();
frameLimitReset();
GetMTGS().ApplySettings();
}
void VMManager::CheckForFramerateConfigChanges(const Pcsx2Config& old_config)
{
if (EmuConfig.Framerate == old_config.Framerate)
return;
Console.WriteLn("Updating frame rate configuration");
gsUpdateFrequency(EmuConfig);
UpdateVSyncRate();
frameLimitReset();
}
void VMManager::CheckForPatchConfigChanges(const Pcsx2Config& old_config)
{
if (EmuConfig.EnableCheats == old_config.EnableCheats &&
EmuConfig.EnableWideScreenPatches == old_config.EnableWideScreenPatches &&
EmuConfig.EnablePatches == old_config.EnablePatches)
{
return;
}
ReloadPatches(true, true);
}
void VMManager::CheckForDEV9ConfigChanges(const Pcsx2Config& old_config)
{
if (EmuConfig.DEV9 == old_config.DEV9)
return;
DEV9CheckChanges(old_config);
}
void VMManager::CheckForMemoryCardConfigChanges(const Pcsx2Config& old_config)
{
bool changed = false;
for (size_t i = 0; i < std::size(EmuConfig.Mcd); i++)
{
if (EmuConfig.Mcd[i].Enabled != old_config.Mcd[i].Enabled ||
EmuConfig.Mcd[i].Filename != old_config.Mcd[i].Filename)
{
changed = true;
break;
}
}
changed |= (EmuConfig.McdEnableEjection != old_config.McdEnableEjection);
changed |= (EmuConfig.McdFolderAutoManage != old_config.McdFolderAutoManage);
if (!changed)
return;
Console.WriteLn("Updating memory card configuration");
FileMcd_EmuClose();
FileMcd_EmuOpen();
// force card eject when files change
for (u32 port = 0; port < 2; port++)
{
for (u32 slot = 0; slot < 4; slot++)
{
const uint index = FileMcd_ConvertToSlot(port, slot);
if (EmuConfig.Mcd[index].Enabled != old_config.Mcd[index].Enabled ||
EmuConfig.Mcd[index].Filename != old_config.Mcd[index].Filename)
{
Console.WriteLn("Ejecting memory card %u (port %u slot %u) due to source change", index, port, slot);
AutoEject::Set(port, slot);
}
}
}
// force reindexing, mc folder code is janky
std::string sioSerial;
{
std::unique_lock lock(s_info_mutex);
if (const GameDatabaseSchema::GameEntry* game = GameDatabase::findGame(s_game_serial))
sioSerial = game->memcardFiltersAsString();
if (sioSerial.empty())
sioSerial = s_game_serial;
}
sioSetGameSerial(sioSerial);
}
void VMManager::CheckForConfigChanges(const Pcsx2Config& old_config)
{
if (HasValidVM())
{
CheckForCPUConfigChanges(old_config);
CheckForFramerateConfigChanges(old_config);
CheckForPatchConfigChanges(old_config);
SPU2::CheckForConfigChanges(old_config);
CheckForDEV9ConfigChanges(old_config);
CheckForMemoryCardConfigChanges(old_config);
USB::CheckForConfigChanges(old_config);
if (EmuConfig.EnableCheats != old_config.EnableCheats ||
EmuConfig.EnableWideScreenPatches != old_config.EnableWideScreenPatches ||
EmuConfig.EnableNoInterlacingPatches != old_config.EnableNoInterlacingPatches)
{
VMManager::ReloadPatches(true, true);
}
}
// For the big picture UI, we still need to update GS settings, since it's running,
// and we don't update its config when we start the VM.
if (HasValidVM() || GetMTGS().IsOpen())
CheckForGSConfigChanges(old_config);
Host::CheckForSettingsChanges(old_config);
}
void VMManager::ApplySettings()
{
Console.WriteLn("Applying settings...");
// if we're running, ensure the threads are synced
const bool running = (s_state.load(std::memory_order_acquire) == VMState::Running);
if (running)
{
if (THREAD_VU1)
vu1Thread.WaitVU();
GetMTGS().WaitGS(false);
}
// Reset to a clean Pcsx2Config. Otherwise things which are optional (e.g. gamefixes)
// do not use the correct default values when loading.
Pcsx2Config old_config(std::move(EmuConfig));
EmuConfig = Pcsx2Config();
EmuConfig.CopyRuntimeConfig(old_config);
LoadSettings();
CheckForConfigChanges(old_config);
}
bool VMManager::ReloadGameSettings()
{
if (!UpdateGameSettingsLayer())
return false;
ApplySettings();
return true;
}
void VMManager::SetDefaultSettings(SettingsInterface& si)
{
{
Pcsx2Config temp_config;
SettingsSaveWrapper ssw(si);
temp_config.LoadSave(ssw);
}
// Settings not part of the Pcsx2Config struct.
si.SetBoolValue("EmuCore", "EnableFastBoot", true);
SetHardwareDependentDefaultSettings(si);
}
void VMManager::EnforceAchievementsChallengeModeSettings()
{
if (!Achievements::ChallengeModeActive())
return;
static constexpr auto ClampSpeed = [](float& rate) {
if (rate > 0.0f && rate < 1.0f)
rate = 1.0f;
};
// Can't use slow motion.
ClampSpeed(EmuConfig.Framerate.NominalScalar);
ClampSpeed(EmuConfig.Framerate.TurboScalar);
ClampSpeed(EmuConfig.Framerate.SlomoScalar);
// Can't use cheats.
if (EmuConfig.EnableCheats)
{
Host::AddKeyedOSDMessage("ChallengeDisableCheats", "Cheats have been disabled due to achievements hardcore mode.", Host::OSD_WARNING_DURATION);
EmuConfig.EnableCheats = false;
}
// Input recording/playback is probably an issue.
EmuConfig.EnableRecordingTools = false;
EmuConfig.EnablePINE = false;
// Framerates should be at default.
EmuConfig.GS.FramerateNTSC = Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_NTSC;
EmuConfig.GS.FrameratePAL = Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_PAL;
// You can overclock, but not underclock (since that might slow down the game and make it easier).
EmuConfig.Speedhacks.EECycleRate = std::max<decltype(EmuConfig.Speedhacks.EECycleRate)>(EmuConfig.Speedhacks.EECycleRate, 0);
EmuConfig.Speedhacks.EECycleSkip = 0;
}
void VMManager::LogUnsafeSettingsToConsole(const std::string& messages)
{
// a not-great way of getting rid of the icons for the console message
std::string console_messages(messages);
for (;;)
{
const std::string::size_type pos = console_messages.find("\xef");
if (pos != std::string::npos)
{
console_messages.erase(pos, pos + 3);
console_messages.insert(pos, "[Unsafe Settings]");
}
else
{
break;
}
}
Console.Warning(console_messages);
}
void VMManager::WarnAboutUnsafeSettings()
{
std::string messages;
if (EmuConfig.Speedhacks.fastCDVD)
messages += ICON_FA_COMPACT_DISC " Fast CDVD is enabled, this may break games.\n";
if (EmuConfig.Speedhacks.EECycleRate != 0 || EmuConfig.Speedhacks.EECycleSkip != 0)
messages += ICON_FA_TACHOMETER_ALT " Cycle rate/skip is not at default, this may crash or make games run too slow.\n";
if (EmuConfig.SPU2.SynchMode == Pcsx2Config::SPU2Options::SynchronizationMode::ASync)
messages += ICON_FA_VOLUME_MUTE " Audio is using async mix, expect desynchronization in FMVs.\n";
if (EmuConfig.GS.UpscaleMultiplier < 1.0f)
messages += ICON_FA_TV " Upscale multiplier is below native, this will break rendering.\n";
if (EmuConfig.GS.HWMipmap != HWMipmapLevel::Automatic)
messages += ICON_FA_IMAGES " Mipmapping is not set to automatic. This may break rendering in some games.\n";
if (EmuConfig.GS.TextureFiltering != BiFiltering::PS2)
messages += ICON_FA_FILTER " Texture filtering is not set to Bilinear (PS2). This will break rendering in some games.\n";
if (EmuConfig.GS.TriFilter != TriFiltering::Automatic)
messages += ICON_FA_PAGER " Trilinear filtering is not set to automatic. This may break rendering in some games.\n";
if (EmuConfig.GS.AccurateBlendingUnit <= AccBlendLevel::Minimum)
messages += ICON_FA_BLENDER " Blending is below basic, this may break effects in some games.\n";
if (EmuConfig.GS.CRCHack != CRCHackLevel::Automatic)
messages += ICON_FA_FIRST_AID " CRC Fix Level is not set to default, this may break effects in some games.\n";
if (EmuConfig.GS.HWDownloadMode != GSHardwareDownloadMode::Enabled)
messages += ICON_FA_DOWNLOAD " Hardware Download Mode is not set to Accurate, this may break rendering in some games.\n";
if (EmuConfig.Cpu.sseMXCSR.GetRoundMode() != SSEround_Chop)
messages += ICON_FA_MICROCHIP " EE FPU Round Mode is not set to default, this may break some games.\n";
if (!EmuConfig.Cpu.Recompiler.fpuOverflow || EmuConfig.Cpu.Recompiler.fpuExtraOverflow || EmuConfig.Cpu.Recompiler.fpuFullMode)
messages += ICON_FA_MICROCHIP " EE FPU Clamp Mode is not set to default, this may break some games.\n";
if (EmuConfig.Cpu.sseVU0MXCSR.GetRoundMode() != SSEround_Chop || EmuConfig.Cpu.sseVU1MXCSR.GetRoundMode() != SSEround_Chop)
messages += ICON_FA_MICROCHIP " VU Round Mode is not set to default, this may break some games.\n";
if (!EmuConfig.Cpu.Recompiler.vu0Overflow || EmuConfig.Cpu.Recompiler.vu0ExtraOverflow || EmuConfig.Cpu.Recompiler.vu0SignOverflow ||
!EmuConfig.Cpu.Recompiler.vu1Overflow || EmuConfig.Cpu.Recompiler.vu1ExtraOverflow || EmuConfig.Cpu.Recompiler.vu1SignOverflow)
{
messages += ICON_FA_MICROCHIP " VU Clamp Mode is not set to default, this may break some games.\n";
}
if (!EmuConfig.EnableGameFixes)
messages += ICON_FA_GAMEPAD " Game Fixes are not enabled. Compatibility with some games may be affected.\n";
if (!EmuConfig.EnablePatches)
messages += ICON_FA_GAMEPAD " Compatibility Patches are not enabled. Compatibility with some games may be affected.\n";
if (EmuConfig.GS.FramerateNTSC != Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_NTSC)
messages += ICON_FA_TV " Frame rate for NTSC is not default. This may break some games.\n";
if (EmuConfig.GS.FrameratePAL != Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_PAL)
messages += ICON_FA_TV " Frame rate for PAL is not default. This may break some games.\n";
if (!messages.empty())
{
if (messages.back() == '\n')
messages.pop_back();
LogUnsafeSettingsToConsole(messages);
Host::AddKeyedOSDMessage("unsafe_settings_warning", std::move(messages), Host::OSD_WARNING_DURATION);
}
else
{
Host::RemoveKeyedOSDMessage("unsafe_settings_warning");
}
messages.clear();
if (!EmuConfig.Cpu.Recompiler.EnableEE)
messages += ICON_FA_EXCLAMATION_CIRCLE " EE Recompiler is not enabled, this will significantly reduce performance.\n";
if (!EmuConfig.Cpu.Recompiler.EnableVU0)
messages += ICON_FA_EXCLAMATION_CIRCLE " VU0 Recompiler is not enabled, this will significantly reduce performance.\n";
if (!EmuConfig.Cpu.Recompiler.EnableVU1)
messages += ICON_FA_EXCLAMATION_CIRCLE " VU1 Recompiler is not enabled, this will significantly reduce performance.\n";
if (!EmuConfig.Cpu.Recompiler.EnableIOP)
messages += ICON_FA_EXCLAMATION_CIRCLE " IOP Recompiler is not enabled, this will significantly reduce performance.\n";
if (EmuConfig.Cpu.Recompiler.EnableEECache)
messages += ICON_FA_EXCLAMATION_CIRCLE " EE Cache is enabled, this will significantly reduce performance.\n";
if (!EmuConfig.Speedhacks.WaitLoop)
messages += ICON_FA_EXCLAMATION_CIRCLE " EE Wait Loop Detection is not enabled, this may reduce performance.\n";
if (!EmuConfig.Speedhacks.IntcStat)
messages += ICON_FA_EXCLAMATION_CIRCLE " INTC Spin Detection is not enabled, this may reduce performance.\n";
if (!EmuConfig.Speedhacks.vu1Instant)
messages += ICON_FA_EXCLAMATION_CIRCLE " Instant VU1 is disabled, this may reduce performance.\n";
if (!EmuConfig.Speedhacks.vuFlagHack)
messages += ICON_FA_EXCLAMATION_CIRCLE " mVU Flag Hack is not enabled, this may reduce performance.\n";
if (EmuConfig.GS.GPUPaletteConversion)
messages += ICON_FA_EXCLAMATION_CIRCLE " GPU Palette Conversion is enabled, this may reduce performance.\n";
if (EmuConfig.GS.TexturePreloading != TexturePreloadingLevel::Full)
messages += ICON_FA_EXCLAMATION_CIRCLE " Texture Preloading is not Full, this may reduce performance.\n";
if (!messages.empty())
{
if (messages.back() == '\n')
messages.pop_back();
LogUnsafeSettingsToConsole(messages);
Host::AddKeyedOSDMessage("performance_settings_warning", std::move(messages), Host::OSD_WARNING_DURATION);
}
else
{
Host::RemoveKeyedOSDMessage("performance_settings_warning");
}
}
#ifdef _WIN32
#include "common/RedtapeWindows.h"
static bool s_timer_resolution_increased = false;
void VMManager::SetTimerResolutionIncreased(bool enabled)
{
if (s_timer_resolution_increased == enabled)
return;
if (enabled)
{
s_timer_resolution_increased = (timeBeginPeriod(1) == TIMERR_NOERROR);
}
else if (s_timer_resolution_increased)
{
timeEndPeriod(1);
s_timer_resolution_increased = false;
}
}
#else
void VMManager::SetTimerResolutionIncreased(bool enabled)
{
}
#endif
static std::vector<u32> s_processor_list;
static std::once_flag s_processor_list_initialized;
#if defined(__linux__) || defined(_WIN32)
#include "cpuinfo.h"
static u32 GetProcessorIdForProcessor(const cpuinfo_processor* proc)
{
#if defined(__linux__)
return static_cast<u32>(proc->linux_id);
#elif defined(_WIN32)
return static_cast<u32>(proc->windows_processor_id);
#else
return 0;
#endif
}
static void InitializeCPUInfo()
{
if (!cpuinfo_initialize())
{
Console.Error("Failed to initialize cpuinfo");
return;
}
const u32 cluster_count = cpuinfo_get_clusters_count();
if (cluster_count == 0)
{
Console.Error("Invalid CPU count returned");
return;
}
Console.WriteLn(Color_StrongYellow, "Processor count: %u cores, %u processors", cpuinfo_get_cores_count(), cpuinfo_get_processors_count());
Console.WriteLn(Color_StrongYellow, "Cluster count: %u", cluster_count);
static std::vector<const cpuinfo_processor*> ordered_processors;
for (u32 i = 0; i < cluster_count; i++)
{
const cpuinfo_cluster* cluster = cpuinfo_get_cluster(i);
for (u32 j = 0; j < cluster->processor_count; j++)
{
const cpuinfo_processor* proc = cpuinfo_get_processor(cluster->processor_start + j);
if (!proc)
continue;
ordered_processors.push_back(proc);
}
}
// find the large and small clusters based on frequency
// this is assuming the large cluster is always clocked higher
// sort based on core, so that hyperthreads get pushed down
std::sort(ordered_processors.begin(), ordered_processors.end(), [](const cpuinfo_processor* lhs, const cpuinfo_processor* rhs) {
return (lhs->core->frequency > rhs->core->frequency || lhs->smt_id < rhs->smt_id);
});
s_processor_list.reserve(ordered_processors.size());
std::stringstream ss;
ss << "Ordered processor list: ";
for (const cpuinfo_processor* proc : ordered_processors)
{
if (proc != ordered_processors.front())
ss << ", ";
const u32 procid = GetProcessorIdForProcessor(proc);
ss << procid;
if (proc->smt_id != 0)
ss << "[SMT " << proc->smt_id << "]";
s_processor_list.push_back(procid);
}
Console.WriteLn(ss.str());
}
static void SetMTVUAndAffinityControlDefault(SettingsInterface& si)
{
VMManager::EnsureCPUInfoInitialized();
const u32 cluster_count = cpuinfo_get_clusters_count();
if (cluster_count == 0)
{
Console.Error("Invalid CPU count returned");
return;
}
Console.WriteLn("Cluster count: %u", cluster_count);
for (u32 i = 0; i < cluster_count; i++)
{
const cpuinfo_cluster* cluster = cpuinfo_get_cluster(i);
Console.WriteLn(" Cluster %u: %u cores and %u processors at %u MHz",
i, cluster->core_count, cluster->processor_count, static_cast<u32>(cluster->frequency /* / 1000000u*/));
}
const bool has_big_little = cluster_count > 1;
Console.WriteLn("Big-Little: %s", has_big_little ? "yes" : "no");
const u32 big_cores = cpuinfo_get_cluster(0)->core_count + ((cluster_count > 2) ? cpuinfo_get_cluster(1)->core_count : 0u);
Console.WriteLn("Guessing we have %u big/medium cores...", big_cores);
if (big_cores >= 3)
{
Console.WriteLn(" Enabling MTVU.");
si.SetBoolValue("EmuCore/Speedhacks", "vuThread", true);
}
else
{
Console.WriteLn(" Disabling MTVU.");
si.SetBoolValue("EmuCore/Speedhacks", "vuThread", false);
}
const int extra_threads = (big_cores > 3) ? 3 : 2;
Console.WriteLn(" Setting Extra Software Rendering Threads to %d.", extra_threads);
si.SetIntValue("EmuCore/GS", "extrathreads", extra_threads);
}
#else
static void InitializeCPUInfo()
{
DevCon.WriteLn("(VMManager) InitializeCPUInfo() not implemented.");
}
static void SetMTVUAndAffinityControlDefault(SettingsInterface& si)
{
}
#endif
void VMManager::EnsureCPUInfoInitialized()
{
std::call_once(s_processor_list_initialized, InitializeCPUInfo);
}
void VMManager::SetEmuThreadAffinities()
{
EnsureCPUInfoInitialized();
if (s_processor_list.empty())
{
// not supported on this platform
return;
}
if (EmuConfig.Cpu.AffinityControlMode == 0 ||
s_processor_list.size() < (EmuConfig.Speedhacks.vuThread ? 3 : 2))
{
if (EmuConfig.Cpu.AffinityControlMode != 0)
Console.Error("Insufficient processors for affinity control.");
GetMTGS().GetThreadHandle().SetAffinity(0);
vu1Thread.GetThreadHandle().SetAffinity(0);
s_vm_thread_handle.SetAffinity(0);
return;
}
static constexpr u8 processor_assignment[7][2][3] = {
//EE xx GS EE VU GS
{{0, 2, 1}, {0, 1, 2}}, // Disabled
{{0, 2, 1}, {0, 1, 2}}, // EE > VU > GS
{{0, 2, 1}, {0, 2, 1}}, // EE > GS > VU
{{0, 2, 1}, {1, 0, 2}}, // VU > EE > GS
{{1, 2, 0}, {2, 0, 1}}, // VU > GS > EE
{{1, 2, 0}, {1, 2, 0}}, // GS > EE > VU
{{1, 2, 0}, {2, 1, 0}}, // GS > VU > EE
};
// steal vu's thread if mtvu is off
const u8* this_proc_assigment = processor_assignment[EmuConfig.Cpu.AffinityControlMode][EmuConfig.Speedhacks.vuThread];
const u32 ee_index = s_processor_list[this_proc_assigment[0]];
const u32 vu_index = s_processor_list[this_proc_assigment[1]];
const u32 gs_index = s_processor_list[this_proc_assigment[2]];
Console.WriteLn("Processor order assignment: EE=%u, VU=%u, GS=%u",
this_proc_assigment[0], this_proc_assigment[1], this_proc_assigment[2]);
const u64 ee_affinity = static_cast<u64>(1) << ee_index;
Console.WriteLn(Color_StrongGreen, "EE thread is on processor %u (0x%llx)", ee_index, ee_affinity);
s_vm_thread_handle.SetAffinity(ee_affinity);
if (EmuConfig.Speedhacks.vuThread)
{
const u64 vu_affinity = static_cast<u64>(1) << vu_index;
Console.WriteLn(Color_StrongGreen, "VU thread is on processor %u (0x%llx)", vu_index, vu_affinity);
vu1Thread.GetThreadHandle().SetAffinity(vu_affinity);
}
else
{
vu1Thread.GetThreadHandle().SetAffinity(0);
}
const u64 gs_affinity = static_cast<u64>(1) << gs_index;
Console.WriteLn(Color_StrongGreen, "GS thread is on processor %u (0x%llx)", gs_index, gs_affinity);
GetMTGS().GetThreadHandle().SetAffinity(gs_affinity);
}
void VMManager::SetHardwareDependentDefaultSettings(SettingsInterface& si)
{
SetMTVUAndAffinityControlDefault(si);
}
const std::vector<u32>& VMManager::GetSortedProcessorList()
{
EnsureCPUInfoInitialized();
return s_processor_list;
}