/
NativeApp.cpp
1542 lines (1324 loc) · 47.6 KB
/
NativeApp.cpp
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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// NativeApp implementation for platforms that will use that framework, like:
// Android, Linux, MacOSX.
//
// Native is a cross platform framework. It's not very mature and mostly
// just built according to the needs of my own apps.
//
// Windows has its own code that bypasses the framework entirely.
#include "ppsspp_config.h"
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
#include <algorithm>
#include <cstdlib>
#include <memory>
#include <mutex>
#include <thread>
#if defined(_WIN32)
#include "Windows/WindowsAudio.h"
#include "Windows/MainWindow.h"
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#include "Windows/CaptureDevice.h"
#endif
#include "Common/Net/HTTPClient.h"
#include "Common/Net/Resolve.h"
#include "Common/Net/URL.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/Render/Text/draw_text.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/GPU/thin3d.h"
#include "Common/UI/UI.h"
#include "Common/UI/Screen.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "android/jni/app-android.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/NativeApp.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Math/math_util.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/VFS/AssetReader.h"
#include "Common/CPUDetect.h"
#include "Common/File/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Common/LogManager.h"
#include "Common/MemArena.h"
#include "Common/GraphicsContext.h"
#include "Common/OSVersion.h"
#include "Common/GPU/ShaderTranslation.h"
#include "Common/VR/PPSSPPVR.h"
#include "Core/ControlMapper.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Core.h"
#include "Core/FileLoaders/DiskCachingFileLoader.h"
#include "Core/Host.h"
#include "Core/KeyMap.h"
#include "Core/Reporting.h"
#include "Core/SaveState.h"
#include "Core/Screenshot.h"
#include "Core/System.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbGps.h"
#include "Core/HLE/proAdhoc.h"
#include "Core/HW/MemoryStick.h"
#include "Core/Util/GameManager.h"
#include "Core/Util/AudioFormat.h"
#include "Core/WebServer.h"
#include "Core/ThreadPools.h"
#include "GPU/GPUInterface.h"
#include "UI/BackgroundAudio.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DiscordIntegration.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GPUDriverTestScreen.h"
#include "UI/HostTypes.h"
#include "UI/MiscScreens.h"
#include "UI/MemStickScreen.h"
#include "UI/OnScreenDisplay.h"
#include "UI/RemoteISOScreen.h"
#include "UI/TiltEventProcessor.h"
#include "UI/Theme.h"
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
#include "Qt/QtHost.h"
#endif
#if defined(USING_QT_UI)
#include <QFontDatabase>
#endif
#if PPSSPP_PLATFORM(UWP)
#include <dwrite_3.h>
#endif
#if PPSSPP_PLATFORM(ANDROID)
#include "android/jni/app-android.h"
#endif
#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
#include "../../android/jni/ArmEmitterTest.h"
#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
#include "../../android/jni/Arm64EmitterTest.h"
#endif
#if PPSSPP_PLATFORM(IOS)
#include "ios/iOSCoreAudio.h"
#elif defined(__APPLE__)
#include <mach-o/dyld.h>
#endif
#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
#include "UI/DarwinMemoryStickManager.h"
#endif
#include <Core/HLE/Plugins.h>
ScreenManager *screenManager;
std::string config_filename;
// Really need to clean this mess of globals up... but instead I add more :P
bool g_TakeScreenshot;
static bool isOuya;
static bool resized = false;
static bool restarting = false;
static int renderCounter = 0;
struct PendingMessage {
std::string msg;
std::string value;
};
struct PendingInputBox {
std::function<void(bool, const std::string &)> cb;
bool result;
std::string value;
};
static std::mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static std::vector<PendingInputBox> pendingInputBoxes;
static Draw::DrawContext *g_draw;
static Draw::Pipeline *colorPipeline;
static Draw::Pipeline *texColorPipeline;
static UIContext *uiContext;
#ifdef _WIN32
WindowsAudioBackend *winAudioBackend;
#endif
std::thread *graphicsLoadThread;
class PrintfLogger : public LogListener {
public:
void Log(const LogMessage &message) override {
// Log with simplified headers as Android already provides timestamp etc.
switch (message.level) {
case LogTypes::LVERBOSE:
case LogTypes::LDEBUG:
case LogTypes::LINFO:
printf("INFO [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LERROR:
printf("ERR [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LWARNING:
printf("WARN [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LNOTICE:
default:
printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
break;
}
}
};
#ifdef _WIN32
int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
return NativeMix(buffer, numSamples);
}
#endif
// globals
static LogListener *logger = nullptr;
Path boot_filename;
void NativeHost::InitSound() {
#if PPSSPP_PLATFORM(IOS)
iOSCoreAudioInit();
#endif
}
void NativeHost::ShutdownSound() {
#if PPSSPP_PLATFORM(IOS)
iOSCoreAudioShutdown();
#endif
}
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
void QtHost::InitSound() { }
void QtHost::ShutdownSound() { }
#endif
std::string NativeQueryConfig(std::string query) {
char temp[128];
if (query == "screenRotation") {
INFO_LOG(G3D, "g_Config.screenRotation = %d", g_Config.iScreenRotation);
snprintf(temp, sizeof(temp), "%d", g_Config.iScreenRotation);
return std::string(temp);
} else if (query == "immersiveMode") {
return std::string(g_Config.bImmersiveMode ? "1" : "0");
} else if (query == "sustainedPerformanceMode") {
return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
} else if (query == "androidJavaGL") {
// If we're using Vulkan, we say no... need C++ to use Vulkan.
if (GetGPUBackend() == GPUBackend::VULKAN) {
return "false";
}
// Otherwise, some devices prefer the Java init so play it safe.
return "true";
} else {
return "";
}
}
int NativeMix(short *audio, int num_samples) {
if (GetUIState() != UISTATE_INGAME) {
g_BackgroundAudio.Play();
}
int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
#ifdef _WIN32
winAudioBackend->Update();
#endif
return num_samples;
}
// This is called before NativeInit so we do a little bit of initialization here.
void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) {
*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
*version = PPSSPP_GIT_VERSION;
#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
ArmEmitterTest();
#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
Arm64EmitterTest();
#endif
}
#if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
static bool CheckFontIsUsable(const wchar_t *fontFace) {
wchar_t actualFontFace[1024] = { 0 };
HFONT f = CreateFont(0, 0, 0, 0, FW_LIGHT, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, fontFace);
if (f != nullptr) {
HDC hdc = CreateCompatibleDC(nullptr);
if (hdc != nullptr) {
SelectObject(hdc, f);
GetTextFace(hdc, 1024, actualFontFace);
DeleteDC(hdc);
}
DeleteObject(f);
}
// If we were able to get the font name, did it load?
if (actualFontFace[0] != 0) {
return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
}
return false;
}
#endif
bool CreateDirectoriesAndroid();
void PostLoadConfig() {
// On Windows, we deal with currentDirectory in InitSysDirectories().
#if !PPSSPP_PLATFORM(WINDOWS)
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
}
#endif
// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
// test new languages without recompiling the entire app, which is a hassle).
const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
i18nrepo.LoadIni(g_Config.sLanguageIni);
else
i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
#if PPSSPP_PLATFORM(ANDROID)
CreateDirectoriesAndroid();
#endif
}
bool CreateDirectoriesAndroid() {
// TODO: We should probably simply use this as the shared function to create memstick directories.
Path pspDir = g_Config.memStickDirectory;
if (pspDir.GetFilename() != "PSP") {
pspDir /= "PSP";
}
INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
File::CreateFullPath(pspDir);
if (!File::Exists(pspDir)) {
INFO_LOG(IO, "Not a workable memstick directory. Giving up");
return false;
}
File::CreateFullPath(GetSysDirectory(DIRECTORY_CHEATS));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS));
// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
// and in the root PSP directory as well.
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) / ".nomedia");
return true;
}
static void CheckFailedGPUBackends() {
#ifdef _DEBUG
// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
NOTICE_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
return;
#endif
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 30) {
// In Android 11 or later, Vulkan is as stable as OpenGL, so let's not even bother.
// Have also seen unexplained issues with random fallbacks to OpenGL for no good reason,
// especially when debugging.
return;
}
#endif
// We only want to do this once per process run and backend, to detect process crashes.
// If NativeShutdown is called before we finish, we might call this multiple times.
static int lastBackend = -1;
if (lastBackend == g_Config.iGPUBackend) {
return;
}
lastBackend = g_Config.iGPUBackend;
Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt";
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
std::string data;
if (File::ReadFileToString(true, cache, data))
g_Config.sFailedGPUBackends = data;
}
// Use this if you want to debug a graphics crash...
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
else if (!g_Config.sFailedGPUBackends.empty())
ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
// Okay, let's not try a backend in the failed list.
g_Config.iGPUBackend = g_Config.NextValidBackend();
if (lastBackend != g_Config.iGPUBackend) {
std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
System_SendMessage("graphics_failedBackend", param.c_str());
WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
}
// And then let's - for now - add the current to the failed list.
if (g_Config.sFailedGPUBackends.empty()) {
g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
}
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
// Let's try to create, in case it doesn't exist.
if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache);
} else {
// Just save immediately, since we have storage.
g_Config.Save("got storage permission");
}
}
static void ClearFailedGPUBackends() {
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
// We've successfully started graphics without crashing, hurray.
// In case they update drivers and have totally different problems much later, clear the failed list.
g_Config.sFailedGPUBackends.clear();
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt");
} else {
g_Config.Save("clearFailedGPUBackends");
}
}
void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
ShaderTranslationInit();
g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
g_Discord.SetPresenceMenu();
// Make sure UI state is MENU.
ResetUIState();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_dir;
pendingMessages.clear();
pendingInputBoxes.clear();
// external_dir has all kinds of meanings depending on platform.
// on iOS it's even the path to bundled app assets. It's a mess.
// We want this to be FIRST.
#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(Path(external_dir)));
#endif
#if defined(ASSETS_DIR)
VFSRegister("", new DirectoryAssetReader(Path(ASSETS_DIR)));
#endif
#if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory() / "assets"));
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory()));
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/games/ppsspp/assets")));
#endif
#if PPSSPP_PLATFORM(SWITCH)
Path assetPath = Path(user_data_path) / "assets";
VFSRegister("", new DirectoryAssetReader(assetPath));
#else
VFSRegister("", new DirectoryAssetReader(Path("assets")));
#endif
VFSRegister("", new DirectoryAssetReader(Path(savegame_dir)));
#if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP)
if (host == nullptr) {
host = new NativeHost();
}
#endif
g_Config.defaultCurrentDirectory = Path("/");
g_Config.internalDataDirectory = Path(savegame_dir);
#if PPSSPP_PLATFORM(ANDROID)
// In Android 12 with scoped storage, due to the above, the external directory
// is no longer the plain root of external storage, but it's an app specific directory
// on external storage (g_extFilesDir).
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
// There's no sensible default directory. Let the user browse for files.
g_Config.defaultCurrentDirectory.clear();
} else {
g_Config.memStickDirectory = Path(external_dir);
g_Config.defaultCurrentDirectory = Path(external_dir);
}
// Might also add an option to move it to internal / non-visible storage, but there's
// little point, really.
g_Config.flash0Directory = Path(external_dir) / "flash0";
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
if (File::Exists(memstickDirFile)) {
INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str());
std::string memstickDir;
if (File::ReadFileToString(true, memstickDirFile, memstickDir)) {
Path memstickPath(memstickDir);
if (!memstickPath.empty() && File::Exists(memstickPath)) {
g_Config.memStickDirectory = memstickPath;
INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str());
} else {
ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str());
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
// Ask the user to configure a memstick directory.
INFO_LOG(SYSTEM, "Asking the user.");
g_Config.memStickDirectory.clear();
}
}
}
} else {
INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str());
}
// Attempt to create directories after reading the path.
if (!System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
CreateDirectoriesAndroid();
}
#elif PPSSPP_PLATFORM(IOS)
g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory;
g_Config.memStickDirectory = DarwinMemoryStickManager::appropriateMemoryStickDirectoryToUse();
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
#elif PPSSPP_PLATFORM(MAC)
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
g_Config.memStickDirectory = DarwinMemoryStickManager::appropriateMemoryStickDirectoryToUse();
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
#elif PPSSPP_PLATFORM(SWITCH)
g_Config.memStickDirectory = g_Config.internalDataDirectory / "config/ppsspp";
g_Config.flash0Directory = g_Config.internalDataDirectory / "assets/flash0";
#elif !PPSSPP_PLATFORM(WINDOWS)
std::string config;
if (getenv("XDG_CONFIG_HOME") != NULL)
config = getenv("XDG_CONFIG_HOME");
else if (getenv("HOME") != NULL)
config = getenv("HOME") + std::string("/.config");
else // Just in case
config = "./config";
g_Config.memStickDirectory = Path(config) / "ppsspp";
g_Config.flash0Directory = File::GetExeDirectory() / "assets/flash0";
if (getenv("HOME") != nullptr) {
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
} else {
// Hm, should probably actually explicitly set the current directory..
// Though it's not many platforms that'll land us here.
g_Config.currentDirectory = Path(".");
}
#endif
#if (PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)) || PPSSPP_PLATFORM(MAC)
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = Path("/");
}
#endif
if (cache_dir && strlen(cache_dir)) {
g_Config.appCacheDirectory = Path(cache_dir);
DiskCachingFileLoaderCache::SetCacheDir(g_Config.appCacheDirectory);
}
if (!LogManager::GetInstance()) {
LogManager::Init(&g_Config.bEnableLogging);
}
#if !PPSSPP_PLATFORM(WINDOWS)
g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
// Note that if we don't have storage permission here, loading the config will
// fail and it will be set to the default. Later, we load again when we get permission.
g_Config.Load();
#endif
LogManager *logman = LogManager::GetInstance();
const char *fileToLog = 0;
Path stateToLoad;
bool gotBootFilename = false;
bool gotoGameSettings = false;
bool gotoTouchScreenTest = false;
boot_filename.clear();
// Parse command line
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
bool forceLogLevel = false;
const auto setLogLevel = [&logLevel, &forceLogLevel](LogTypes::LOG_LEVELS level) {
logLevel = level;
forceLogLevel = true;
};
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
#if defined(__APPLE__)
// On Apple system debugged executable may get -NSDocumentRevisionsDebugMode YES in argv.
if (!strcmp(argv[i], "-NSDocumentRevisionsDebugMode") && argc - 1 > i) {
i++;
continue;
}
#endif
switch (argv[i][1]) {
case 'd':
// Enable debug logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogTypes::LDEBUG);
break;
case 'v':
// Enable verbose logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogTypes::LVERBOSE);
break;
case 'j':
g_Config.iCpuCore = (int)CPUCore::JIT;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.iCpuCore = (int)CPUCore::INTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'r':
g_Config.iCpuCore = (int)CPUCore::IR_JIT;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strncmp(argv[i], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel="))
setLogLevel(static_cast<LogTypes::LOG_LEVELS>(std::atoi(argv[i] + strlen("--loglevel="))));
if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
fileToLog = argv[i] + strlen("--log=");
if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
stateToLoad = Path(std::string(argv[i] + strlen("--state=")));
#if !defined(MOBILE_DEVICE)
if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
g_Config.bPauseExitsEmulator = true;
#endif
if (!strncmp(argv[i], "--pause-menu-exit", strlen("--pause-menu-exit")))
g_Config.bPauseMenuExitsEmulator = true;
if (!strcmp(argv[i], "--fullscreen")) {
g_Config.iForceFullScreen = 1;
System_SendMessage("toggle_fullscreen", "1");
}
if (!strcmp(argv[i], "--windowed")) {
g_Config.iForceFullScreen = 0;
System_SendMessage("toggle_fullscreen", "0");
}
if (!strcmp(argv[i], "--touchscreentest"))
gotoTouchScreenTest = true;
if (!strcmp(argv[i], "--gamesettings"))
gotoGameSettings = true;
if (!strncmp(argv[i], "--appendconfig=", strlen("--appendconfig=")) && strlen(argv[i]) > strlen("--appendconfig=")) {
g_Config.SetAppendedConfigIni(Path(std::string(argv[i] + strlen("--appendconfig="))));
g_Config.LoadAppendedConfig();
}
break;
}
} else {
// This parameter should be a boot filename. Only accept it if we
// don't already have one.
if (!gotBootFilename) {
gotBootFilename = true;
INFO_LOG(SYSTEM, "Boot filename found in args: '%s'", argv[i]);
bool okToLoad = true;
bool okToCheck = true;
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
if (status == PERMISSION_STATUS_DENIED) {
ERROR_LOG(IO, "Storage permission denied. Launching without argument.");
okToLoad = false;
okToCheck = false;
} else if (status != PERMISSION_STATUS_GRANTED) {
ERROR_LOG(IO, "Storage permission not granted. Launching without argument check.");
okToCheck = false;
} else {
INFO_LOG(IO, "Storage permission granted.");
}
}
if (okToLoad) {
std::string str = std::string(argv[i]);
// Handle file:/// URIs, since you get those when creating shortcuts on some Android systems.
if (startsWith(str, "file:///")) {
str = UriDecode(str.substr(7));
INFO_LOG(IO, "Decoding '%s' to '%s'", argv[i], str.c_str());
}
boot_filename = Path(str);
skipLogo = true;
}
if (okToLoad && okToCheck) {
std::unique_ptr<FileLoader> fileLoader(ConstructFileLoader(boot_filename));
if (!fileLoader->Exists()) {
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
}
} else {
fprintf(stderr, "Can only boot one file");
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
}
}
if (fileToLog)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
if (forceLogLevel)
LogManager::GetInstance()->SetAllLogLevels(logLevel);
PostLoadConfig();
#if PPSSPP_PLATFORM(ANDROID)
logger = new AndroidLogger();
logman->AddListener(logger);
#elif (defined(MOBILE_DEVICE) && !defined(_DEBUG))
// Enable basic logging for any kind of mobile device, since LogManager doesn't.
// The MOBILE_DEVICE/_DEBUG condition matches LogManager.cpp.
logger = new PrintfLogger();
logman->AddListener(logger);
#endif
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
if (System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE) != PERMISSION_STATUS_GRANTED) {
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
}
}
if (System_GetPropertyBool(SYSPROP_CAN_JIT) == false && g_Config.iCpuCore == (int)CPUCore::JIT) {
// Just gonna force it to the IR interpreter on startup.
// We don't hide the option, but we make sure it's off on bootup. In case someone wants
// to experiment in future iOS versions or something...
jitForcedOff = true;
}
auto des = GetI18NCategory("DesktopUI");
// Note to translators: do not translate this/add this to PPSSPP-lang's files.
// It's intended to be custom for every user.
// Only add it to your own personal copies of PPSSPP.
#if PPSSPP_PLATFORM(UWP)
// Roboto font is loaded in TextDrawerUWP.
g_Config.sFont = des->T("Font", "Roboto");
#elif defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
// TODO: Could allow a setting to specify a font file to load?
// TODO: Make this a constant if we can sanely load the font on other systems?
AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
// The font goes by two names, let's allow either one.
if (CheckFontIsUsable(L"Roboto Condensed")) {
g_Config.sFont = des->T("Font", "Roboto Condensed");
} else {
g_Config.sFont = des->T("Font", "Roboto");
}
#elif defined(USING_QT_UI)
size_t fontSize = 0;
uint8_t *fontData = VFSReadFile("Roboto-Condensed.ttf", &fontSize);
if (fontData) {
int fontID = QFontDatabase::addApplicationFontFromData(QByteArray((const char *)fontData, fontSize));
delete [] fontData;
QStringList fontsFound = QFontDatabase::applicationFontFamilies(fontID);
if (fontsFound.size() >= 1) {
// Might be "Roboto" or "Roboto Condensed".
g_Config.sFont = des->T("Font", fontsFound.at(0).toUtf8().constData());
}
} else {
// Let's try for it being a system font.
g_Config.sFont = des->T("Font", "Roboto Condensed");
}
#endif
// TODO: Load these in the background instead of synchronously.
g_BackgroundAudio.LoadSamples();
if (!boot_filename.empty() && stateToLoad.Valid()) {
SaveState::Load(stateToLoad, -1, [](SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
});
}
DEBUG_LOG(SYSTEM, "ScreenManager!");
screenManager = new ScreenManager();
if (g_Config.memStickDirectory.empty()) {
INFO_LOG(SYSTEM, "No memstick directory! Asking for one to be configured.");
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP));
} else if (gotoGameSettings) {
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS));
} else if (gotoTouchScreenTest) {
screenManager->switchScreen(new MainScreen());
screenManager->push(new TouchTestScreen(Path()));
} else if (skipLogo) {
screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::DEFAULT));
}
// Easy testing
// screenManager->push(new GPUDriverTestScreen());
if (g_Config.bRemoteShareOnStartup && g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::ALL);
else if (g_Config.bRemoteShareOnStartup)
StartWebServer(WebServerFlags::DISCS);
else if (g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::DEBUGGER);
std::string sysName = System_GetProperty(SYSPROP_NAME);
isOuya = KeyMap::IsOuya(sysName);
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
MainWindow *mainWindow = new MainWindow(nullptr, g_Config.UseFullScreen());
mainWindow->show();
if (host == nullptr) {
host = new QtHost(mainWindow);
}
#endif
// We do this here, instead of in NativeInitGraphics, because the display may be reset.
// When it's reset we don't want to forget all our managed things.
CheckFailedGPUBackends();
SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
renderCounter = 0;
// Must be done restarting by now.
restarting = false;
}
void RenderOverlays(UIContext *dc, void *userdata);
bool CreateGlobalPipelines();
bool NativeInitGraphics(GraphicsContext *graphicsContext) {
INFO_LOG(SYSTEM, "NativeInitGraphics");
_assert_(screenManager);
// We set this now so any resize during init is processed later.
resized = false;
Core_SetGraphicsContext(graphicsContext);
g_draw = graphicsContext->GetDrawContext();
_assert_(g_draw);
if (!CreateGlobalPipelines()) {
ERROR_LOG(G3D, "Failed to create global pipelines");
return false;
}
ui_draw2d.SetAtlas(GetUIAtlas());
ui_draw2d.SetFontAtlas(GetFontAtlas());
ui_draw2d_front.SetAtlas(GetUIAtlas());
ui_draw2d_front.SetFontAtlas(GetFontAtlas());
uiContext = new UIContext();
uiContext->theme = GetTheme();
UpdateTheme(uiContext);
ui_draw2d.Init(g_draw, texColorPipeline);
ui_draw2d_front.Init(g_draw, texColorPipeline);
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
screenManager->setUIContext(uiContext);
screenManager->setDrawContext(g_draw);
screenManager->setPostRenderCallback(&RenderOverlays, nullptr);
screenManager->deviceRestored();
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
#if PPSSPP_PLATFORM(UWP)
winAudioBackend->Init(0, &Win32Mix, 44100);
#else
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
#endif
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
if (IsWin7OrHigher()) {
winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO);
winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
winMic = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::AUDIO);
winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
}
#endif
g_gameInfoCache = new GameInfoCache();
if (gpu) {
gpu->DeviceRestore();
}
INFO_LOG(SYSTEM, "NativeInitGraphics completed");
return true;
}
bool CreateGlobalPipelines() {
using namespace Draw;
ShaderModule *vs_color_2d = g_draw->GetVshaderPreset(VS_COLOR_2D);
ShaderModule *fs_color_2d = g_draw->GetFshaderPreset(FS_COLOR_2D);
ShaderModule *vs_texture_color_2d = g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
ShaderModule *fs_texture_color_2d = g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
if (!vs_color_2d || !fs_color_2d || !vs_texture_color_2d || !fs_texture_color_2d) {
ERROR_LOG(G3D, "Failed to get shader preset");
return false;
}
InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
RasterState *rasterNoCull = g_draw->CreateRasterState({});
PipelineDesc colorDesc{
Primitive::TRIANGLE_LIST,
{ vs_color_2d, fs_color_2d },
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ vs_texture_color_2d, fs_texture_color_2d },
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
};
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc, "global_color");
if (!colorPipeline) {
// Something really critical is wrong, don't care much about correct releasing of the states.
return false;
}
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc, "global_texcolor");
if (!texColorPipeline) {
// Something really critical is wrong, don't care much about correct releasing of the states.
return false;
}
// Release these now, reference counting should ensure that they get completely released
// once we delete both pipelines.
inputLayout->Release();
rasterNoCull->Release();
blendNormal->Release();
depth->Release();
return true;
}
void NativeShutdownGraphics() {
INFO_LOG(SYSTEM, "NativeShutdownGraphics");
if (screenManager) {
screenManager->deviceLost();
}
if (gpu)
gpu->DeviceLost();
#if PPSSPP_PLATFORM(WINDOWS)
delete winAudioBackend;
winAudioBackend = nullptr;
#endif
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
if (winCamera) {
winCamera->waitShutDown();
delete winCamera;
winCamera = nullptr;