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https://gitlab.com/suyu-emu/suyu.git
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24d51e1c92
Adds an option `-c` or `--config` with one required argument that allows the user to specify to where the config file is located. Useful for scripts that run specific games with different preferences for settings.
233 lines
7.4 KiB
C++
233 lines
7.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <chrono>
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#include <iostream>
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#include <memory>
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#include <string>
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#include <thread>
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#include <fmt/ostream.h>
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#include "common/detached_tasks.h"
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#include "common/fs/fs.h"
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#include "common/fs/fs_paths.h"
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#include "common/fs/path_util.h"
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#include "common/logging/backend.h"
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#include "common/logging/filter.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/nvidia_flags.h"
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#include "common/scm_rev.h"
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#include "common/scope_exit.h"
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#include "common/settings.h"
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#include "common/string_util.h"
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#include "common/telemetry.h"
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#include "core/core.h"
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#include "core/crypto/key_manager.h"
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#include "core/file_sys/registered_cache.h"
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#include "core/file_sys/vfs_real.h"
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#include "core/hle/service/filesystem/filesystem.h"
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#include "core/loader/loader.h"
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#include "core/telemetry_session.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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#include "yuzu_cmd/config.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
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#ifdef _WIN32
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// windows.h needs to be included before shellapi.h
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#include <windows.h>
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#include <shellapi.h>
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#endif
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#undef _UNICODE
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#include <getopt.h>
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#ifndef _MSC_VER
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#include <unistd.h>
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#endif
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#ifdef _WIN32
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extern "C" {
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// tells Nvidia and AMD drivers to use the dedicated GPU by default on laptops with switchable
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// graphics
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__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
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__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
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}
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#endif
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static void PrintHelp(const char* argv0) {
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std::cout << "Usage: " << argv0
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<< " [options] <filename>\n"
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"-f, --fullscreen Start in fullscreen mode\n"
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"-h, --help Display this help and exit\n"
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"-v, --version Output version information and exit\n"
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"-p, --program Pass following string as arguments to executable\n"
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"-c, --config Load the specified configuration file\n";
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}
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static void PrintVersion() {
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std::cout << "yuzu " << Common::g_scm_branch << " " << Common::g_scm_desc << std::endl;
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}
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/// Application entry point
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int main(int argc, char** argv) {
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Common::Log::Initialize();
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Common::Log::SetColorConsoleBackendEnabled(true);
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Common::DetachedTasks detached_tasks;
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int option_index = 0;
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#ifdef _WIN32
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int argc_w;
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auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w);
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if (argv_w == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to get command line arguments");
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return -1;
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}
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#endif
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std::string filepath;
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std::optional<std::string> config_path;
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std::string program_args;
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bool fullscreen = false;
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static struct option long_options[] = {
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// clang-format off
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{"fullscreen", no_argument, 0, 'f'},
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{"help", no_argument, 0, 'h'},
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{"version", no_argument, 0, 'v'},
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{"program", optional_argument, 0, 'p'},
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{"config", required_argument, 0, 'c'},
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{0, 0, 0, 0},
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// clang-format on
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};
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while (optind < argc) {
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int arg = getopt_long(argc, argv, "g:fhvp::c:", long_options, &option_index);
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if (arg != -1) {
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switch (static_cast<char>(arg)) {
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case 'f':
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fullscreen = true;
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LOG_INFO(Frontend, "Starting in fullscreen mode...");
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break;
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case 'h':
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PrintHelp(argv[0]);
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return 0;
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case 'v':
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PrintVersion();
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return 0;
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case 'p':
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program_args = argv[optind];
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++optind;
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break;
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case 'c':
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config_path = optarg;
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break;
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}
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} else {
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#ifdef _WIN32
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filepath = Common::UTF16ToUTF8(argv_w[optind]);
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#else
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filepath = argv[optind];
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#endif
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optind++;
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}
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}
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Config config{config_path};
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if (!program_args.empty()) {
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Settings::values.program_args = program_args;
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}
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#ifdef _WIN32
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LocalFree(argv_w);
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#endif
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MicroProfileOnThreadCreate("EmuThread");
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SCOPE_EXIT({ MicroProfileShutdown(); });
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Common::ConfigureNvidiaEnvironmentFlags();
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if (filepath.empty()) {
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LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
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return -1;
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}
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Core::System system{};
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InputCommon::InputSubsystem input_subsystem{};
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// Apply the command line arguments
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system.ApplySettings();
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std::unique_ptr<EmuWindow_SDL2> emu_window;
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, system, fullscreen);
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break;
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case Settings::RendererBackend::Vulkan:
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emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem, system, fullscreen);
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break;
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}
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system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
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system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
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system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
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const Core::SystemResultStatus load_result{system.Load(*emu_window, filepath)};
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switch (load_result) {
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case Core::SystemResultStatus::ErrorGetLoader:
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LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
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return -1;
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case Core::SystemResultStatus::ErrorLoader:
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LOG_CRITICAL(Frontend, "Failed to load ROM!");
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return -1;
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case Core::SystemResultStatus::ErrorNotInitialized:
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LOG_CRITICAL(Frontend, "CPUCore not initialized");
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return -1;
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case Core::SystemResultStatus::ErrorVideoCore:
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LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
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return -1;
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case Core::SystemResultStatus::Success:
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break; // Expected case
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default:
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if (static_cast<u32>(load_result) >
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static_cast<u32>(Core::SystemResultStatus::ErrorLoader)) {
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const u16 loader_id = static_cast<u16>(Core::SystemResultStatus::ErrorLoader);
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const u16 error_id = static_cast<u16>(load_result) - loader_id;
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LOG_CRITICAL(Frontend,
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"While attempting to load the ROM requested, an error occurred. Please "
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"refer to the yuzu wiki for more information or the yuzu discord for "
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"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
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loader_id, error_id, static_cast<Loader::ResultStatus>(error_id));
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}
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}
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system.TelemetrySession().AddField(Common::Telemetry::FieldType::App, "Frontend", "SDL");
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.GetCurrentProcessProgramID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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}
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void(system.Run());
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while (emu_window->IsOpen()) {
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emu_window->WaitEvent();
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}
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void(system.Pause());
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system.Shutdown();
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detached_tasks.WaitForAllTasks();
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return 0;
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}
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