mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 23:58:42 +02:00
* Restore removed text * Adds more items to logs: - Remove #1942 * Further removal of changes from #1942 * Removes hardcoded config state variables for logging - Adds Configuration logging * Decoupled logging from ReactiveObject - Event handler added to Configuration state to handle logging of value changes * Decoupled logging from ReactiveObject - Event handler added to Configuration state to handle logging of value changes
237 lines
7.2 KiB
C#
237 lines
7.2 KiB
C#
using LibHac.FsSystem;
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using Ryujinx.Audio.Backends.CompatLayer;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Common;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Host1x;
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using Ryujinx.Graphics.Nvdec;
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using Ryujinx.Graphics.Vic;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.FileSystem.Content;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services;
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using Ryujinx.HLE.HOS.Services.Account.Acc;
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using Ryujinx.HLE.HOS.Services.Apm;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices;
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using Ryujinx.HLE.HOS.SystemState;
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using Ryujinx.Memory;
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using System;
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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private MemoryConfiguration _memoryConfiguration;
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public IHardwareDeviceDriver AudioDeviceDriver { get; private set; }
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internal MemoryBlock Memory { get; private set; }
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public GpuContext Gpu { get; private set; }
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internal NvMemoryAllocator MemoryAllocator { get; private set; }
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internal Host1xDevice Host1x { get; }
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public VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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public ApplicationLoader Application { get; }
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public PerformanceStatistics Statistics { get; private set; }
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public UserChannelPersistence UserChannelPersistence { get; }
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public Hid Hid { get; private set; }
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public TamperMachine TamperMachine { get; private set; }
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public IHostUiHandler UiHandler { get; set; }
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public bool EnableDeviceVsync { get; set; } = true;
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public Switch(
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VirtualFileSystem fileSystem,
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ContentManager contentManager,
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AccountManager accountManager,
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UserChannelPersistence userChannelPersistence,
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IRenderer renderer,
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IHardwareDeviceDriver audioDeviceDriver,
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MemoryConfiguration memoryConfiguration)
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{
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if (renderer == null)
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{
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throw new ArgumentNullException(nameof(renderer));
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}
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if (audioDeviceDriver == null)
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{
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throw new ArgumentNullException(nameof(audioDeviceDriver));
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}
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if (userChannelPersistence == null)
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{
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throw new ArgumentNullException(nameof(userChannelPersistence));
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}
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UserChannelPersistence = userChannelPersistence;
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_memoryConfiguration = memoryConfiguration;
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AudioDeviceDriver = new CompatLayerHardwareDeviceDriver(audioDeviceDriver);
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Memory = new MemoryBlock(memoryConfiguration.ToDramSize());
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Gpu = new GpuContext(renderer);
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MemoryAllocator = new NvMemoryAllocator();
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Host1x = new Host1xDevice(Gpu.Synchronization);
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var nvdec = new NvdecDevice(Gpu.MemoryManager);
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var vic = new VicDevice(Gpu.MemoryManager);
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Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
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Host1x.RegisterDevice(ClassId.Vic, vic);
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nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
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{
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// FIXME:
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// Figure out what is causing frame ordering issues on H264.
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// For now this is needed as workaround.
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if (e.CodecId == CodecId.H264)
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{
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vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
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}
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else
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{
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vic.DisableSurfaceOverride();
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}
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};
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FileSystem = fileSystem;
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System = new Horizon(this, contentManager, accountManager, memoryConfiguration);
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System.InitializeServices();
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidBaseAddress);
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Hid.InitDevices();
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Application = new ApplicationLoader(this, fileSystem, contentManager);
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TamperMachine = new TamperMachine();
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}
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public void Initialize()
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{
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System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
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System.State.SetRegion((RegionCode)ConfigurationState.Instance.System.Region.Value);
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EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
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System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
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System.PerformanceState.PerformanceMode = System.State.DockedMode ? PerformanceMode.Boost : PerformanceMode.Default;
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System.EnablePtc = ConfigurationState.Instance.System.EnablePtc;
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System.FsIntegrityCheckLevel = GetIntegrityCheckLevel();
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System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
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ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
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ConfigurationState.Instance.System.IgnoreMissingServices.Event += (object _, ReactiveEventArgs<bool> args) =>
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{
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ServiceConfiguration.IgnoreMissingServices = args.NewValue;
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};
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// Configure controllers
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Hid.RefreshInputConfig(ConfigurationState.Instance.Hid.InputConfig.Value);
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ConfigurationState.Instance.Hid.InputConfig.Event += Hid.RefreshInputConfigEvent;
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}
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public static IntegrityCheckLevel GetIntegrityCheckLevel()
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{
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return ConfigurationState.Instance.System.EnableFsIntegrityChecks
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? IntegrityCheckLevel.ErrorOnInvalid
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: IntegrityCheckLevel.None;
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}
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public void LoadCart(string exeFsDir, string romFsFile = null)
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{
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Application.LoadCart(exeFsDir, romFsFile);
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}
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public void LoadXci(string xciFile)
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{
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Application.LoadXci(xciFile);
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}
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public void LoadNca(string ncaFile)
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{
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Application.LoadNca(ncaFile);
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}
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public void LoadNsp(string nspFile)
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{
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Application.LoadNsp(nspFile);
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}
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public void LoadProgram(string fileName)
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{
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Application.LoadProgram(fileName);
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}
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public bool WaitFifo()
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{
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return Gpu.GPFifo.WaitForCommands();
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}
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public void ProcessFrame()
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{
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Gpu.Renderer.PreFrame();
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Gpu.GPFifo.DispatchCalls();
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}
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public bool ConsumeFrameAvailable()
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{
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return Gpu.Window.ConsumeFrameAvailable();
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}
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public void PresentFrame(Action swapBuffersCallback)
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{
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Gpu.Window.Present(swapBuffersCallback);
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}
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public void DisposeGpu()
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{
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Gpu.Dispose();
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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ConfigurationState.Instance.Hid.InputConfig.Event -= Hid.RefreshInputConfigEvent;
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System.Dispose();
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Host1x.Dispose();
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AudioDeviceDriver.Dispose();
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FileSystem.Unload();
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Memory.Dispose();
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}
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}
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}
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}
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