Refactor CPU interface to allow the implementation of other CPU emulators (#3362)

* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback
This commit is contained in:
gdkchan 2022-05-31 16:29:35 -03:00 committed by GitHub
parent 9827dc35e1
commit 0c87bf9ea4
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64 changed files with 877 additions and 322 deletions

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@ -10,6 +10,8 @@ using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Output;
using Ryujinx.Audio.Renderer.Device;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.Cpu;
using Ryujinx.Cpu.Jit;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.HOS.Kernel;
using Ryujinx.HLE.HOS.Kernel.Memory;
@ -57,6 +59,9 @@ namespace Ryujinx.HLE.HOS
internal Switch Device { get; private set; }
internal ITickSource TickSource { get; }
internal ICpuEngine CpuEngine { get; }
internal SurfaceFlinger SurfaceFlinger { get; private set; }
internal AudioManager AudioManager { get; private set; }
internal AudioOutputManager AudioOutputManager { get; private set; }
@ -121,7 +126,11 @@ namespace Ryujinx.HLE.HOS
public Horizon(Switch device)
{
TickSource = new TickSource(KernelConstants.CounterFrequency);
CpuEngine = new JitEngine(TickSource);
KernelContext = new KernelContext(
TickSource,
device,
device.Memory,
device.Configuration.MemoryConfiguration.ToKernelMemorySize(),
@ -215,40 +224,40 @@ namespace Ryujinx.HLE.HOS
internalOffset = new TimeSpanType(-internalOffset.NanoSeconds);
// First init the standard steady clock
TimeServiceManager.Instance.SetupStandardSteadyClock(null, clockSourceId, systemTime, internalOffset, TimeSpanType.Zero, false);
TimeServiceManager.Instance.SetupStandardLocalSystemClock(null, new SystemClockContext(), systemTime.ToSeconds());
TimeServiceManager.Instance.SetupStandardSteadyClock(TickSource, clockSourceId, systemTime, internalOffset, TimeSpanType.Zero, false);
TimeServiceManager.Instance.SetupStandardLocalSystemClock(TickSource, new SystemClockContext(), systemTime.ToSeconds());
if (NxSettings.Settings.TryGetValue("time!standard_network_clock_sufficient_accuracy_minutes", out object standardNetworkClockSufficientAccuracyMinutes))
{
TimeSpanType standardNetworkClockSufficientAccuracy = new TimeSpanType((int)standardNetworkClockSufficientAccuracyMinutes * 60000000000);
// The network system clock needs a valid system clock, as such we setup this system clock using the local system clock.
TimeServiceManager.Instance.StandardLocalSystemClock.GetClockContext(null, out SystemClockContext localSytemClockContext);
TimeServiceManager.Instance.StandardLocalSystemClock.GetClockContext(TickSource, out SystemClockContext localSytemClockContext);
TimeServiceManager.Instance.SetupStandardNetworkSystemClock(localSytemClockContext, standardNetworkClockSufficientAccuracy);
}
TimeServiceManager.Instance.SetupStandardUserSystemClock(null, false, SteadyClockTimePoint.GetRandom());
TimeServiceManager.Instance.SetupStandardUserSystemClock(TickSource, false, SteadyClockTimePoint.GetRandom());
// FIXME: TimeZone should be init here but it's actually done in ContentManager
TimeServiceManager.Instance.SetupEphemeralNetworkSystemClock();
DatabaseImpl.Instance.InitializeDatabase(LibHacHorizonManager.SdbClient);
DatabaseImpl.Instance.InitializeDatabase(TickSource, LibHacHorizonManager.SdbClient);
HostSyncpoint = new NvHostSyncpt(device);
SurfaceFlinger = new SurfaceFlinger(device);
InitializeAudioRenderer();
InitializeAudioRenderer(TickSource);
InitializeServices();
}
private void InitializeAudioRenderer()
private void InitializeAudioRenderer(ITickSource tickSource)
{
AudioManager = new AudioManager();
AudioOutputManager = new AudioOutputManager();
AudioInputManager = new AudioInputManager();
AudioRendererManager = new AudioRendererManager();
AudioRendererManager = new AudioRendererManager(tickSource);
AudioRendererManager.SetVolume(Device.Configuration.AudioVolume);
AudioDeviceSessionRegistry = new VirtualDeviceSessionRegistry();
@ -492,12 +501,12 @@ namespace Ryujinx.HLE.HOS
if (pause && !IsPaused)
{
Device.AudioDeviceDriver.GetPauseEvent().Reset();
ARMeilleure.State.ExecutionContext.SuspendCounter();
TickSource.Suspend();
}
else if (!pause && IsPaused)
{
Device.AudioDeviceDriver.GetPauseEvent().Set();
ARMeilleure.State.ExecutionContext.ResumeCounter();
TickSource.Resume();
}
}
IsPaused = pause;