Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/main.cpp
Skyth (Asilkan) 67633917bf Linux support. (#54)
* Initial Linux attempt.

* Add clang toolchain & make tools compile.

* vcpkg as submodule.

* First implementation of IO rewrite. (#31)

* Fix directory iteration resolving symlinks.

* Refactor kernel objects to be lock-free.

* Implement guest critical sections using std::atomic.

* Make D3D12 support optional. (#33)

* Make D3D12 support optional.

* Update ShaderRecomp, fix macros.

* Replace QueryPerformanceCounter. (#35)

* Add Linux home path for GetUserPath(). (#36)

* Cross-platform Sleep. (#37)

* Add mmap implementations for virtual allocation. (#38)

* Cross-platform TLS. (#34)

* Cross-platform TLS.

* Fix front() to back(), use Mutex.

* Fix global variable namings.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>

* Unicode support. (#39)

* Replace CreateDirectoryA with Unicode version.

* Cross platform thread implementation. (#41)

* Cross-platform thread implementation.

* Put set thread name calls behind a Win32 macro.

* Cross-platform semaphore implementation. (#43)

* xam: use SDL for keyboard input

* Cross-platform atomic operations. (#44)

* Cross-platform spin lock implementation.

* Cross-platform reference counting.

* Cross-platform event implementation. (#47)

* Compiling and running on Linux. (#49)

* Current work trying to get it to compile.

* Update vcpkg.json baseline.

* vcpkg, memory mapped file.

* Bitscan forward.

* Fix localtime_s.

* FPS patches high res clock.

* Rename Window to GameWindow. Fix guest pointers.

* GetCurrentThreadID gone.

* Code cache pointers, RenderWindow type.

* Add Linux stubs.

* Refactor Config.

* Fix paths.

* Add linux-release config.

* FS fixes.

* Fix Windows compilation errors & unicode converter crash.

* Rename physical memory allocation functions to not clash with X11.

* Fix NULL character being added on RtlMultiByteToUnicodeN.

* Use std::exit.

* Add protection to memory on Linux.

* Convert majority of dependencies to submodules. (#48)

* Convert majority of dependencies to submodules.

* Don't compile header-only libraries.

* Fix a few incorrect data types.

* Fix config directory.

* Unicode fixes & sizeof asserts.

* Change the exit function to not call static destructors.

* Fix files picker.

* Add RelWithDebInfo preset for Linux.

* Implement OS Restart on Linux. (#50)

---------

Co-authored-by: Dario <dariosamo@gmail.com>

* Update PowerRecomp.

* Add Env Var detection for VCPKG_ROOT, add DLC detection.

* Use error code version on DLC directory iterator.

* Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag.

* Linux flatpak. (#51)

* Add flatpak support.

* Add game install directory override for flatpak.

* Flatpak'ing.

* Flatpak it some more.

* We flat it, we pak it.

* Flatpak'd.

* The Marvelous Misadventures of Flatpak.

* Attempt to change logic of NFD and show error.

* Flattenpakken.

* Use game install directory instead of current path.

* Attempt to fix line endings.

* Update io.github.hedge_dev.unleashedrecomp.json

* Fix system time query implementation.

* Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53)

* Add present wait support to Vulkan.

* Default to triple buffering if presentWait is supported.

* Bracey fellas.

* Update paths.h

* SDL2 audio (again). (#52)

* Implement SDL2 audio (again).

* Call timeBeginPeriod/timeEndPeriod.

* Replace miniaudio with SDL mixer.

* Queue audio samples in a separate thread.

* Enable CMake option override policy & fix compilation error.

* Fix compilation error on Linux.

* Fix but also trim shared strings.

* Wayland support. (#55)

* Make channel index a global variable in embedded player.

* Fix SDL Audio selection for OGG on Flatpak.

* Minor installer wizard fixes.

* Fix compilation error.

* Yield in model consumer and pipeline compiler threads.

* Special case Sleep(0) to yield on Linux.

* Add App Id hint.

* Correct implementation for auto reset events. (#57)

---------

Co-authored-by: Dario <dariosamo@gmail.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2024-12-21 00:44:05 +03:00

197 lines
5.9 KiB
C++

#include <stdafx.h>
#include <cpu/code_cache.h>
#include <cpu/guest_thread.h>
#include <gpu/video.h>
#include <kernel/function.h>
#include <kernel/memory.h>
#include <kernel/heap.h>
#include <kernel/xam.h>
#include <kernel/io/file_system.h>
#include <file.h>
#include <xex.h>
#include <apu/audio.h>
#include <hid/hid.h>
#include <user/achievement_data.h>
#include <user/config.h>
#include <user/paths.h>
#include <kernel/xdbf.h>
#include <install/installer.h>
#include <os/logger.h>
#include <ui/installer_wizard.h>
#define GAME_XEX_PATH "game:\\default.xex"
const size_t XMAIOBegin = 0x7FEA0000;
const size_t XMAIOEnd = XMAIOBegin + 0x0000FFFF;
Memory g_memory{ reinterpret_cast<void*>(0x100000000), 0x100000000 };
Heap g_userHeap;
CodeCache g_codeCache;
XDBFWrapper g_xdbfWrapper;
std::unordered_map<uint16_t, GuestTexture*> g_xdbfTextureCache;
void HostStartup()
{
#ifdef _WIN32
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
#endif
g_memory.Alloc(0x10000, 0x1000, MEM_COMMIT);
g_userHeap.Init();
g_codeCache.Init();
g_memory.Alloc(XMAIOBegin, 0xFFFF, MEM_COMMIT);
hid::Init();
}
// Name inspired from nt's entry point
void KiSystemStartup()
{
const auto gameContent = XamMakeContent(XCONTENTTYPE_RESERVED, "Game");
const auto updateContent = XamMakeContent(XCONTENTTYPE_RESERVED, "Update");
XamRegisterContent(gameContent, GAME_INSTALL_DIRECTORY "/game");
XamRegisterContent(updateContent, GAME_INSTALL_DIRECTORY "/update");
const auto savePath = GetSavePath();
const auto saveName = "SYS-DATA";
if (std::filesystem::exists(savePath / saveName))
{
std::u8string savePathU8 = savePath.u8string();
XamRegisterContent(XamMakeContent(XCONTENTTYPE_SAVEDATA, saveName), (const char *)(savePathU8.c_str()));
}
// Mount game
XamContentCreateEx(0, "game", &gameContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
XamContentCreateEx(0, "update", &updateContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
// OS mounts game data to D:
XamContentCreateEx(0, "D", &gameContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
std::error_code ec;
for (auto& file : std::filesystem::directory_iterator(GAME_INSTALL_DIRECTORY "/dlc", ec))
{
if (file.is_directory())
{
std::u8string fileNameU8 = file.path().filename().u8string();
std::u8string filePathU8 = file.path().u8string();
XamRegisterContent(XamMakeContent(XCONTENTTYPE_DLC, (const char*)(fileNameU8.c_str())), (const char*)(filePathU8.c_str()));
}
}
XAudioInitializeSystem();
}
uint32_t LdrLoadModule(const std::filesystem::path &path)
{
auto loadResult = LoadFile(path);
if (loadResult.empty())
{
assert("Failed to load module" && false);
return 0;
}
auto* xex = reinterpret_cast<XEX_HEADER*>(loadResult.data());
auto security = reinterpret_cast<XEX2_SECURITY_INFO*>((char*)xex + xex->AddressOfSecurityInfo);
g_memory.Alloc(security->ImageBase, security->SizeOfImage, MEM_COMMIT);
auto format = Xex2FindOptionalHeader<XEX_FILE_FORMAT_INFO>(xex, XEX_HEADER_FILE_FORMAT_INFO);
auto entry = *Xex2FindOptionalHeader<uint32_t>(xex, XEX_HEADER_ENTRY_POINT);
ByteSwapInplace(entry);
auto srcData = (char *)xex + xex->SizeOfHeader;
auto destData = (char *)g_memory.Translate(security->ImageBase);
if (format->CompressionType == 0)
{
memcpy(destData, srcData, security->SizeOfImage);
}
else if (format->CompressionType == 1)
{
auto numBlocks = (format->SizeOfHeader / sizeof(XEX_BASIC_FILE_COMPRESSION_INFO)) - 1;
auto blocks = reinterpret_cast<const XEX_BASIC_FILE_COMPRESSION_INFO*>(format + 1);
for (size_t i = 0; i < numBlocks; i++)
{
memcpy(destData, srcData, blocks[i].SizeOfData);
srcData += blocks[i].SizeOfData;
destData += blocks[i].SizeOfData;
memset(destData, 0, blocks[i].SizeOfPadding);
destData += blocks[i].SizeOfPadding;
}
}
else
{
assert(false && "Unknown compression type.");
}
auto res = Xex2FindOptionalHeader<XEX_RESOURCE_INFO>(xex, XEX_HEADER_RESOURCE_INFO);
g_xdbfWrapper = XDBFWrapper((uint8_t*)g_memory.Translate(res->Offset.get()), res->SizeOfData);
return entry;
}
int main(int argc, char *argv[])
{
#ifdef _WIN32
timeBeginPeriod(1);
#endif
os::logger::Init();
bool forceInstaller = false;
bool forceDLCInstaller = false;
bool sdlVideoDefault = false;
for (uint32_t i = 1; i < argc; i++)
{
forceInstaller = forceInstaller || (strcmp(argv[i], "--install") == 0);
forceDLCInstaller = forceDLCInstaller || (strcmp(argv[i], "--install-dlc") == 0);
sdlVideoDefault = sdlVideoDefault || (strcmp(argv[i], "--sdl-video-default") == 0);
}
Config::Load();
HostStartup();
bool isGameInstalled = Installer::checkGameInstall(GAME_INSTALL_DIRECTORY);
bool runInstallerWizard = forceInstaller || forceDLCInstaller || !isGameInstalled;
if (runInstallerWizard)
{
Video::CreateHostDevice(sdlVideoDefault);
if (!InstallerWizard::Run(GAME_INSTALL_DIRECTORY, isGameInstalled && forceDLCInstaller))
{
return 1;
}
}
AchievementData::Load();
KiSystemStartup();
const char *modulePath = FileSystem::TransformPath(GAME_XEX_PATH);
uint32_t entry = LdrLoadModule(std::u8string_view((const char8_t*)(modulePath)));
if (!runInstallerWizard)
Video::CreateHostDevice(sdlVideoDefault);
Video::StartPipelinePrecompilation();
GuestThread::Start({ entry, 0, 0 });
return 0;
}
GUEST_FUNCTION_STUB(__imp__vsprintf);
GUEST_FUNCTION_STUB(__imp___vsnprintf);
GUEST_FUNCTION_STUB(__imp__sprintf);
GUEST_FUNCTION_STUB(__imp___snprintf);
GUEST_FUNCTION_STUB(__imp___snwprintf);
GUEST_FUNCTION_STUB(__imp__vswprintf);
GUEST_FUNCTION_STUB(__imp___vscwprintf);
GUEST_FUNCTION_STUB(__imp__swprintf);