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A disc game or memory stick EBOOT started from the XMB used to be swapped in under the XMB's session, so it ran without its PARAM.SFO, compat flags, game config, window title, savestates and so on. Much of that is decided once, at boot (the memory map, the GPU backend, the shader cache), so sceKernelLoadExec now asks the frontend for a reboot into the disc image or EBOOT (PSP_RequestBoot) and stops. The app and headless boot it like a game from the game list. The game keeps the XMB's launch args (CoreParameter::launchedFromVSH), so exiting boots the XMB again, with the disc that's in the drive and those args, and the XMB comes back where it was without auto-starting the disc. Homebrew keeps the disc that was in the drive. A disc whose executables are all zeroes (the EUR Video Demo Disc's "game") still loads in place and fails back to the XMB. In headless, the run carries on through the reboot, starting stopped under the debugger like the first boot, since the reboot loses a pending cpu.runUntilTime. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <list>
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#include <optional>
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#include <string>
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#include <vector>
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#include "Common/File/Path.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/Tween.h"
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#include "Core/KeyMap.h"
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#include "Core/ControlMapper.h"
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#include "Core/CoreParameter.h"
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#include "UI/ImDebugger/ImCommand.h"
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struct AxisInput;
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struct DisplayLayoutConfig;
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class AsyncImageFileView;
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class ChatMenu;
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class ImDebugger;
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struct ImCommand;
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struct ImGuiContext;
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class EmuScreen : public UIScreen, protected ControlListener {
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public:
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// mountIso, if set, is mounted on umd1: when filename is an ELF/PBP (like the VSH).
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// umdAutoboot overrides the VSH's UMD auto-start setting.
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EmuScreen(const Path &filename, const Path &mountIso = Path(), std::optional<bool> umdAutoboot = std::nullopt);
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~EmuScreen();
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const char *tag() const override { return "Emu"; }
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void update() override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void sendMessage(UIMessage message, const char *value) override;
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void resized() override;
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ScreenRenderRole renderRole(bool isTop) const override;
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InputMode PassInputToMapper() const override;
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// We also need to do some special handling of queued UI events to handle closing the chat window.
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bool key(const KeyInput &key) override;
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bool touch(const TouchInput &key) override;
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void deviceLost() override;
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void deviceRestored(Draw::DrawContext *draw) override;
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protected:
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void darken();
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void drawGameOnOutputMessage();
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void focusChanged(ScreenFocusChange focusChange) override;
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ScreenRenderFlags PreRender(ScreenRenderMode mode) override;
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bool renderOutput(const OutputDisplay &output) override;
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// ControlListener implementations
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void OnVKey(VirtKey virtualKeyCode, bool down) override;
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void OnVKeyAnalog(VirtKey virtualKeyCode, float value) override;
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void UpdatePSPButtons(uint32_t buttonMask, uint32_t changedMask) override;
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void SetPSPAnalog(int rotation, int stick, float x, float y) override;
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ViewLayoutMode LayoutMode() const override;
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bool AllowFocusMovement() const override;
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private:
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void CreateViews() override;
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ScreenRenderFlags RunEmulation(bool skipBufferEffects);
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void UpdateGameOutput();
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DeviceOrientation GameLayoutOrientation() const;
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const DisplayLayoutConfig &GameLayoutConfig() const;
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void OnDevTools(UI::EventParams ¶ms);
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void OpenChat(bool focus);
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void HandleFlip();
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void ProcessGameBoot(const Path &filename);
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bool bootAllowStorage(const Path &filename);
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void bootComplete();
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bool hasVisibleUI();
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void renderUI();
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void AutoLoadSaveState();
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bool checkPowerDown();
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void leaveGame();
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void ProcessQueuedVKeys();
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void ProcessVKey(VirtKey vkey, bool down);
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bool ShouldRunEmulation(ScreenRenderMode mode) const;
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UI::Event OnDevMenu;
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bool bootPending_ = true;
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bool bootIsReset_ = false;
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Path gamePath_;
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Path mountIso_;
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std::optional<bool> umdAutoboot_;
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// The rest of a BootRequest from the emulated system (see PSP_RequestBoot).
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std::optional<VSHLaunch> launchedFromVSH_;
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std::vector<u8> vshmainArgs_;
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bool quit_ = false;
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std::string errorMessage_;
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// If set, pauses at the end of the frame.
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// We also poll the pause trigger from the ControlMapper. That needs refactoring.
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bool pauseTrigger_ = false;
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// The last read chat message count, and how many new ones there are.
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int chatMessages_ = 0;
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int newChatMessages_ = 0;
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// In-memory save state used for freezeFrame, which is useful for debugging.
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std::vector<u8> freezeState_;
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std::string tag_;
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double saveStatePreviewShownTime_ = 0.0;
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AsyncImageFileView *saveStatePreview_ = nullptr;
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int saveStateSlot_;
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UI::CallbackColorTween *loadingViewColor_ = nullptr;
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UI::VisibilityTween *loadingViewVisible_ = nullptr;
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UI::Spinner *loadingSpinner_ = nullptr;
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// Shown while a savestate is being saved or loaded, if that takes long enough to notice.
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UI::Spinner *saveStateSpinner_ = nullptr;
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double saveStateBusySince_ = -1.0;
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UI::Button *resumeButton_ = nullptr;
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UI::Button *resetButton_ = nullptr;
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UI::Button *backButton_ = nullptr;
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UI::Clickable *chatButton_ = nullptr;
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ChatMenu *chatMenu_ = nullptr;
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// Set when the chat opens. Stick movements don't reach the control mapper while it's open (key
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// releases do), so what's held is let go up front.
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bool releaseMapperInput_ = false;
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UI::Button *cardboardDisableButton_ = nullptr;
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std::string extraAssertInfoStr_;
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std::mutex queuedVirtKeysLock_;
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std::vector<std::pair<VirtKey, bool>> queuedVirtKeys_;
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bool frameStep_ = false;
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#ifndef MOBILE_DEVICE
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bool startDumping_ = false;
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#endif
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bool autoLoadFailed_ = false; // to prevent repeat reloads
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bool readyToFinishBoot_ = false;
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bool skipBufferEffects_ = false; // cached state, fetched once per frame.
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// The game goes to a secondary output (OutputRole::Game) instead of the backbuffer. Per frame too.
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bool gameOnOutput_ = false;
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DeviceOrientation gameOutputOrientation_ = DeviceOrientation::Landscape;
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uint32_t clearColor_ = 0;
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};
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bool MustRunBehind();
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bool ShouldRunBehind();
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// The orientation of the output the game goes to (like a TV), if there's one. Its display layout is the one for that.
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bool GetGameOutputOrientation(ScreenManager *screenManager, DeviceOrientation *orientation);
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