// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include "common/config.h" #include "common/debug.h" #include "common/logging/backend.h" #include "common/logging/log.h" #ifdef ENABLE_QT_GUI #include "common/memory_patcher.h" #endif #include "common/assert.h" #include "common/ntapi.h" #include "common/path_util.h" #include "common/polyfill_thread.h" #include "common/scm_rev.h" #include "common/singleton.h" #include "common/version.h" #include "core/file_format/playgo_chunk.h" #include "core/file_format/psf.h" #include "core/file_format/splash.h" #include "core/file_format/trp.h" #include "core/file_sys/fs.h" #include "core/libraries/disc_map/disc_map.h" #include "core/libraries/kernel/thread_management.h" #include "core/libraries/libc_internal/libc_internal.h" #include "core/libraries/libs.h" #include "core/libraries/ngs2/ngs2.h" #include "core/libraries/np_trophy/np_trophy.h" #include "core/libraries/rtc/rtc.h" #include "core/linker.h" #include "core/memory.h" #include "emulator.h" #include "video_core/renderdoc.h" Frontend::WindowSDL* g_window = nullptr; namespace Core { Emulator::Emulator() { // Read configuration file. const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir); Config::load(config_dir / "config.toml"); // Initialize NT API functions and set high priority #ifdef _WIN32 Common::NtApi::Initialize(); SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS); #endif // Start logger. Common::Log::Initialize(); Common::Log::Start(); LOG_INFO(Loader, "Starting shadps4 emulator v{} ", Common::VERSION); LOG_INFO(Loader, "Revision {}", Common::g_scm_rev); LOG_INFO(Loader, "Branch {}", Common::g_scm_branch); LOG_INFO(Loader, "Description {}", Common::g_scm_desc); LOG_INFO(Config, "General isNeo: {}", Config::isNeoMode()); LOG_INFO(Config, "GPU isNullGpu: {}", Config::nullGpu()); LOG_INFO(Config, "GPU shouldDumpShaders: {}", Config::dumpShaders()); LOG_INFO(Config, "GPU shouldDumpPM4: {}", Config::dumpPM4()); LOG_INFO(Config, "GPU vblankDivider: {}", Config::vblankDiv()); LOG_INFO(Config, "Vulkan gpuId: {}", Config::getGpuId()); LOG_INFO(Config, "Vulkan vkValidation: {}", Config::vkValidationEnabled()); LOG_INFO(Config, "Vulkan vkValidationSync: {}", Config::vkValidationSyncEnabled()); LOG_INFO(Config, "Vulkan vkValidationGpu: {}", Config::vkValidationGpuEnabled()); LOG_INFO(Config, "Vulkan rdocEnable: {}", Config::isRdocEnabled()); LOG_INFO(Config, "Vulkan rdocMarkersEnable: {}", Config::vkMarkersEnabled()); LOG_INFO(Config, "Vulkan crashDiagnostics: {}", Config::vkCrashDiagnosticEnabled()); // Defer until after logging is initialized. memory = Core::Memory::Instance(); controller = Common::Singleton::Instance(); linker = Common::Singleton::Instance(); // Load renderdoc module. VideoCore::LoadRenderDoc(); } Emulator::~Emulator() { const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir); Config::save(config_dir / "config.toml"); } void Emulator::Run(const std::filesystem::path& file) { // Applications expect to be run from /app0 so mount the file's parent path as app0. auto* mnt = Common::Singleton::Instance(); mnt->Mount(file.parent_path(), "/app0"); // Certain games may use /hostapp as well such as CUSA001100 mnt->Mount(file.parent_path(), "/hostapp"); // Loading param.sfo file if exists std::string id; std::string title; std::string app_version; std::filesystem::path sce_sys_folder = file.parent_path() / "sce_sys"; if (std::filesystem::is_directory(sce_sys_folder)) { for (const auto& entry : std::filesystem::directory_iterator(sce_sys_folder)) { if (entry.path().filename() == "param.sfo") { auto* param_sfo = Common::Singleton::Instance(); const bool success = param_sfo->Open(sce_sys_folder / "param.sfo"); ASSERT_MSG(success, "Failed to open param.sfo"); id = std::string(*param_sfo->GetString("CONTENT_ID"), 7, 9); Libraries::NpTrophy::game_serial = id; const auto trophyDir = Common::FS::GetUserPath(Common::FS::PathType::MetaDataDir) / id / "TrophyFiles"; if (!std::filesystem::exists(trophyDir)) { TRP trp; if (!trp.Extract(file.parent_path())) { LOG_ERROR(Loader, "Couldn't extract trophies"); } } #ifdef ENABLE_QT_GUI MemoryPatcher::g_game_serial = id; #endif title = *param_sfo->GetString("TITLE"); LOG_INFO(Loader, "Game id: {} Title: {}", id, title); u32 fw_version = param_sfo->GetInteger("SYSTEM_VER").value_or(0x4700000); app_version = *param_sfo->GetString("APP_VER"); LOG_INFO(Loader, "Fw: {:#x} App Version: {}", fw_version, app_version); } else if (entry.path().filename() == "playgo-chunk.dat") { auto* playgo = Common::Singleton::Instance(); auto filepath = sce_sys_folder / "playgo-chunk.dat"; if (!playgo->Open(filepath)) { LOG_ERROR(Loader, "PlayGo: unable to open file"); } } else if (entry.path().filename() == "pic0.png" || entry.path().filename() == "pic1.png") { auto* splash = Common::Singleton::Instance(); if (splash->IsLoaded()) { continue; } if (!splash->Open(entry.path().string())) { LOG_ERROR(Loader, "Game splash: unable to open file"); } } } } std::string game_title = fmt::format("{} - {} <{}>", id, title, app_version); std::string window_title = ""; if (Common::isRelease) { window_title = fmt::format("shadPS4 v{} | {}", Common::VERSION, game_title); } else { window_title = fmt::format("shadPS4 v{} {} {} | {}", Common::VERSION, Common::g_scm_branch, Common::g_scm_desc, game_title); } window = std::make_unique( Config::getScreenWidth(), Config::getScreenHeight(), controller, window_title); g_window = window.get(); const auto& mount_data_dir = Common::FS::GetUserPath(Common::FS::PathType::GameDataDir) / id; if (!std::filesystem::exists(mount_data_dir)) { std::filesystem::create_directory(mount_data_dir); } mnt->Mount(mount_data_dir, "/data"); // should just exist, manually create with game serial const auto& mount_temp_dir = Common::FS::GetUserPath(Common::FS::PathType::TempDataDir) / id; if (!std::filesystem::exists(mount_temp_dir)) { std::filesystem::create_directory(mount_temp_dir); } mnt->Mount(mount_temp_dir, "/temp0"); // called in app_content ==> stat/mkdir mnt->Mount(mount_temp_dir, "/temp"); const auto& mount_download_dir = Common::FS::GetUserPath(Common::FS::PathType::DownloadDir) / id; if (!std::filesystem::exists(mount_download_dir)) { std::filesystem::create_directory(mount_download_dir); } mnt->Mount(mount_download_dir, "/download0"); const auto& mount_captures_dir = Common::FS::GetUserPath(Common::FS::PathType::CapturesDir); if (!std::filesystem::exists(mount_captures_dir)) { std::filesystem::create_directory(mount_captures_dir); } VideoCore::SetOutputDir(mount_captures_dir.generic_string(), id); // Initialize kernel and library facilities. Libraries::Kernel::init_pthreads(); Libraries::InitHLELibs(&linker->GetHLESymbols()); // Load the module with the linker linker->LoadModule(file); // check if we have system modules to load LoadSystemModules(file); // Load all prx from game's sce_module folder std::filesystem::path sce_module_folder = file.parent_path() / "sce_module"; if (std::filesystem::is_directory(sce_module_folder)) { for (const auto& entry : std::filesystem::directory_iterator(sce_module_folder)) { LOG_INFO(Loader, "Loading {}", entry.path().string().c_str()); linker->LoadModule(entry.path()); } } // start execution std::jthread mainthread = std::jthread([this](std::stop_token stop_token) { linker->Execute(); }); while (window->isOpen()) { window->waitEvent(); } std::exit(0); } void Emulator::LoadSystemModules(const std::filesystem::path& file) { constexpr std::array ModulesToLoad{ {{"libSceNgs2.sprx", &Libraries::Ngs2::RegisterlibSceNgs2}, {"libSceFiber.sprx", nullptr}, {"libSceUlt.sprx", nullptr}, {"libSceJson.sprx", nullptr}, {"libSceJson2.sprx", nullptr}, {"libSceLibcInternal.sprx", &Libraries::LibcInternal::RegisterlibSceLibcInternal}, {"libSceDiscMap.sprx", &Libraries::DiscMap::RegisterlibSceDiscMap}, {"libSceRtc.sprx", &Libraries::Rtc::RegisterlibSceRtc}, {"libSceJpegEnc.sprx", nullptr}, {"libSceFont.sprx", nullptr}, {"libSceRazorCpu.sprx", nullptr}, {"libSceCesCs.sprx", nullptr}, {"libSceRudp.sprx", nullptr}}}; std::vector found_modules; const auto& sys_module_path = Common::FS::GetUserPath(Common::FS::PathType::SysModuleDir); for (const auto& entry : std::filesystem::directory_iterator(sys_module_path)) { found_modules.push_back(entry.path()); } for (const auto& [module_name, init_func] : ModulesToLoad) { const auto it = std::ranges::find_if( found_modules, [&](const auto& path) { return path.filename() == module_name; }); if (it != found_modules.end()) { LOG_INFO(Loader, "Loading {}", it->string()); linker->LoadModule(*it); continue; } if (init_func) { LOG_INFO(Loader, "Can't Load {} switching to HLE", module_name); init_func(&linker->GetHLESymbols()); } else { LOG_INFO(Loader, "No HLE available for {} module", module_name); } } } } // namespace Core