aboutsummaryrefslogtreecommitdiff
path: root/src/core/core.cpp
AgeCommit message (Collapse)Author
2019-09-04service/am: Remove usages of global system accessorsLioncash
Avoids the use of global accessors, removing the reliance on global state. This also makes dependencies explicit in the interface, as opposed to being hidden
2019-07-26Merge pull request #2592 from FernandoS27/sync1bunnei
Implement GPU Synchronization Mechanisms & Correct NVFlinger
2019-07-07Merge pull request #2651 from DarkLordZach/apm-boost-mode-1bunnei
apm: Initial implementation of performance config and boost mode
2019-07-07Merge pull request #2642 from DarkLordZach/fsp-log-2bunnei
fsp-srv: Implement Access Logging Functionality
2019-07-05Gpu: Implement Hardware Interrupt Manager and manage GPU interruptsFernando Sahmkow
2019-06-28core: Keep instance of APM ControllerZach Hilman
2019-06-28fsp-srv: Implement OutputAccessLogToSdCardZach Hilman
Allows games to log data to the SD.
2019-06-28Merge pull request #2533 from DarkLordZach/memory-frozenbunnei
memory: Add class to manage and enforce memory freezing
2019-06-25glue: Correct missing bytes in ApplicationLaunchParameterZach Hilman
2019-06-24core: Keep track of ARPManager and register current application on bootZach Hilman
2019-06-21Merge pull request #2575 from DarkLordZach/process-id-typesbunnei
kernel: Differentiate kernel and user processes when picking ID
2019-06-21Merge pull request #2482 from DarkLordZach/prepobunnei
core: Add detailed local reporting feature for development
2019-06-20core: Move Freezer class to tools namespaceZach Hilman
2019-06-20memory: Add class to manage and enforce memory freezingZach Hilman
2019-06-10kernel: Differentiate kernel and user processes when picking IDZach Hilman
This allows kernel internal type processes to be assigned IDs in the KIP range while userland processes are assigned in the user range.
2019-05-29core/core: Remove unnecessary includesLioncash
The contents of these includes aren't used anywhere in this translation unit.
2019-05-28core/loader: Remove LoadKernelSystemModeLioncash
This is a hold-over from Citra and doesn't apply to yuzu.
2019-05-28core/telemetry_session: Remove usages of the global system accessorLioncash
Makes the dependency explicit in the TelemetrySession's interface instead of making it a hidden dependency. This also revealed a hidden issue with the way the telemetry session was being initialized. It was attempting to retrieve the app loader and log out title-specific information. However, this isn't always guaranteed to be possible. During the initialization phase, everything is being constructed. It doesn't mean an actual title has been selected. This is what the Load() function is for. This potentially results in dead code paths involving the app loader. Instead, we explicitly add this information when we know the app loader instance is available.
2019-05-26loader: Move NSO module tracking to AppLoaderZach Hilman
Also cleanup of general stuff
2019-05-25core: Add Reporter class to take/save reportsZach Hilman
2019-05-25core: Track load offsets of NSO modulesZach Hilman
Needed for backtrace decomposition
2019-04-24Merge pull request #2228 from DarkLordZach/applet-manager-p1bunnei
applets: Add AppletManager and implement PhotoViewer and Error applets
2019-04-17core: Remove specific applets in favor of AppletManagerZach Hilman
2019-04-11core/core: Move process execution start to System's Load()Lioncash
This gives us significantly more control over where in the initialization process we start execution of the main process. Previously we were running the main process before the CPU or GPU threads were initialized (not good). This amends execution to start after all of our threads are properly set up.
2019-04-11core/core: Move main process creation into Load()Lioncash
Now that we have dependencies on the initialization order, we can move the creation of the main process to a more sensible area: where we actually load in the executable data. This allows localizing the creation and loading of the process in one location, making the initialization of the process much nicer to trace.
2019-04-11video_core/gpu: Create threads separately from initializationLioncash
Like with CPU emulation, we generally don't want to fire off the threads immediately after the relevant classes are initialized, we want to do this after all necessary data is done loading first. This splits the thread creation into its own interface member function to allow controlling when these threads in particular get created.
2019-04-11core/cpu_core_manager: Create threads separately from initialization.Lioncash
Our initialization process is a little wonky than one would expect when it comes to code flow. We initialize the CPU last, as opposed to hardware, where the CPU obviously needs to be first, otherwise nothing else would work, and we have code that adds checks to get around this. For example, in the page table setting code, we check to see if the system is turned on before we even notify the CPU instances of a page table switch. This results in dead code (at the moment), because the only time a page table switch will occur is when the system is *not* running, preventing the emulated CPU instances from being notified of a page table switch in a convenient manner (technically the code path could be taken, but we don't emulate the process creation svc handlers yet). This moves the threads creation into its own member function of the core manager and restores a little order (and predictability) to our initialization process. Previously, in the multi-threaded cases, we'd kick off several threads before even the main kernel process was created and ready to execute (gross!). Now the initialization process is like so: Initialization: 1. Timers 2. CPU 3. Kernel 4. Filesystem stuff (kind of gross, but can be amended trivially) 5. Applet stuff (ditto in terms of being kind of gross) 6. Main process (will be moved into the loading step in a following change) 7. Telemetry (this should be initialized last in the future). 8. Services (4 and 5 should ideally be alongside this). 9. GDB (gross. Uses namespace scope state. Needs to be refactored into a class or booted altogether). 10. Renderer 11. GPU (will also have its threads created in a separate step in a following change). Which... isn't *ideal* per-se, however getting rid of the wonky intertwining of CPU state initialization out of this mix gets rid of most of the footguns when it comes to our initialization process.
2019-03-26core: Store system-wide ContentProvider for the emulatorZach Hilman
2019-03-22file_sys/cheat_engine: Remove use of global system accessorsLioncash
Instead, pass in the core timing instance and make the dependency explicit in the interface.
2019-03-21Merge pull request #1933 from DarkLordZach/cheat-enginebunnei
file_sys: Implement parser and interpreter for game memory cheats
2019-03-07kernel: Make the address arbiter instance per-processLioncash
Now that we have the address arbiter extracted to its own class, we can fix an innaccuracy with the kernel. Said inaccuracy being that there isn't only one address arbiter. Each process instance contains its own AddressArbiter instance in the actual kernel. This fixes that and gets rid of another long-standing issue that could arise when attempting to create more than one process.
2019-03-07Merge pull request #2055 from bunnei/gpu-threadbunnei
Asynchronous GPU command processing
2019-03-06gpu: Refactor a/synchronous implementations into their own classes.bunnei
2019-03-06Merge pull request #2190 from lioncash/ogl-globalbunnei
core: Remove the global telemetry accessor function
2019-03-06gpu: Refactor to take RendererBase instead of RasterizerInterface.bunnei
2019-03-06core: Set is_powered_on before GPU is initialized.bunnei
2019-03-05kernel/address_arbiter: Pass in system instance to constructorLioncash
Allows getting rid of reliance on the global accessor functions and instead operating on the provided system instance.
2019-03-05vm_manager: Remove cheat-specific ranges from VMManagerZach Hilman
2019-03-04core: Add support for registering and controlling ownership of CheatEngineZach Hilman
2019-03-04core/core: Replace direct usage of the global system telemetry accessor from ↵Lioncash
Shutdown() The telemetry instance is actually a member of the class itself, so we can access it directly instead of going through the global accessor.
2019-02-15video_core: Remove usages of System::GetInstance() within the enginesLioncash
Avoids the use of the global accessor in favor of explicitly making the system a dependency within the interface.
2019-02-15core_timing: Convert core timing into a classLioncash
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces.
2019-02-12core_timing: Rename CoreTiming namespace to Core::TimingLioncash
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
2019-02-06gl_shader_cache: Link loading screen with disk shader cache loadReinUsesLisp
2019-02-06gl_shader_disk_cache: Pass core system as argument and guard against games ↵ReinUsesLisp
without title ids
2019-02-06rasterizer_interface: Add disk cache entry for the rasterizerReinUsesLisp
2019-01-17core/frontend/applets/web_browser: Make OpenPage() non-constLioncash
This is a function that definitely doesn't always have a non-modifying behavior across all implementations, so this should be made non-const. This gets rid of the need to mark data members as mutable to work around the fact mutating data members needs to occur.
2019-01-10Merge pull request #1959 from DarkLordZach/custom-rtcbunnei
settings: Add support for setting the RTC manually
2019-01-07settings: Use std::chrono::seconds instead of s64 for RTCZach Hilman
2019-01-07core: Set custom RTC differential on game bootZach Hilman