dolphin/Source/Core/DolphinWX/Src/BootManager.cpp
skidau 9ff5e836eb Implemented MMU Demand Paging
* Emulated correct behaviour of DSI and ISI exceptions
* Added memory exception checks
* Added fast TLB cache implementation (written by booto)
* Added "Enable MMU" option in the game properties
* Renamed old TLBHack to "MMU speed hack"

Thanks to booto (PowerPC) and nash (testing) who spent many weeks of their time helping me make this work.  Also thanks to shuffle2 for finding and converting the map file of the original target.

There are two options for MMU emulation found under the game properties.  "Enable MMU" is the accurate emulation option.  "MMU speed hack" is the old TLBHack renamed. Most games will work with one or the other.  Some games can work with both options ticked.

Only the JIT recompiler and Interpreter work with the MMU code.  JITIL is not supported (too hard for me to add).

The speed optimised code still needs a lot more work and is disabled for now.

Fixes issue 2546
Fixes issue 2583
Fixes issue 2704



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5994 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-29 12:17:47 +00:00

150 lines
4.4 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// File description
// -------------
// Purpose of this file: Collect boot settings for Core::Init()
// Call sequence: This file has one of the first function called when a game is booted,
// the boot sequence in the code is:
// DolphinWX: GameListCtrl.cpp OnActivated
// BootManager.cpp BootCore
// Core Core.cpp Init Thread creation
// EmuThread Calls CBoot::BootUp
// Boot.cpp CBoot::BootUp()
// CBoot::EmulatedBS2_Wii() / GC() or Load_BS2()
// Includes
// ----------------
#include <string>
#include <vector>
#include "Globals.h"
#include "Common.h"
#include "IniFile.h"
#include "BootManager.h"
#include "ISOFile.h"
#include "Volume.h"
#include "VolumeCreator.h"
#include "ConfigManager.h"
#include "SysConf.h"
#include "Core.h"
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigMain.h"
#include "Frame.h"
#include "CodeWindow.h"
#include "Setup.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
extern CFrame* main_frame;
#endif
namespace BootManager
{
#ifdef _WIN32
extern "C" HINSTANCE wxGetInstance();
#endif
// Boot the ISO or file
bool BootCore(const std::string& _rFilename)
{
SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter;
// Use custom settings for debugging mode
#if defined(HAVE_WX) && HAVE_WX
if (main_frame->g_pCodeWindow)
{
StartUp.bBootToPause = main_frame->g_pCodeWindow->BootToPause();
StartUp.bAutomaticStart = main_frame->g_pCodeWindow->AutomaticStart();
StartUp.bJITNoBlockCache = main_frame->g_pCodeWindow->JITNoBlockCache();
StartUp.bJITBlockLinking = main_frame->g_pCodeWindow->JITBlockLinking();
}
StartUp.bEnableDebugging = main_frame->g_pCodeWindow ? true : false; // RUNNING_DEBUG
#endif
StartUp.m_BootType = SCoreStartupParameter::BOOT_ISO;
StartUp.m_strFilename = _rFilename;
SConfig::GetInstance().m_LastFilename = _rFilename;
StartUp.bRunCompareClient = false;
StartUp.bRunCompareServer = false;
#ifdef _WIN32
StartUp.hInstance = wxGetInstance();
#ifdef _M_X64
StartUp.bUseFastMem = true;
#endif
#endif
// If for example the ISO file is bad we return here
if (!StartUp.AutoSetup(SCoreStartupParameter::BOOT_DEFAULT)) return false;
// Load game specific settings
IniFile game_ini;
std::string unique_id = StartUp.GetUniqueID();
StartUp.m_strGameIni = std::string(File::GetUserPath(D_GAMECONFIG_IDX)) + unique_id + ".ini";
if (unique_id.size() == 6 && game_ini.Load(StartUp.m_strGameIni.c_str()))
{
// General settings
game_ini.Get("Core", "CPUThread", &StartUp.bCPUThread, StartUp.bCPUThread);
game_ini.Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle);
game_ini.Get("Core", "EnableFPRF", &StartUp.bEnableFPRF, StartUp.bEnableFPRF);
game_ini.Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
game_ini.Get("Core", "MMU", &StartUp.bMMU, StartUp.bMMU);
// Wii settings
if (StartUp.bWii)
{
// Flush possible changes to SYSCONF to file
SConfig::GetInstance().m_SYSCONF->Save();
}
}
// Run the game
#if defined(HAVE_WX) && HAVE_WX
if(main_frame)
{
// Save the window handle of the eventual parent to the rendering window
StartUp.hMainWindow = main_frame->GetRenderHandle();
}
#endif
// Init the core
if (!Core::Init())
{
PanicAlert("Couldn't init the core.\nCheck your configuration.");
return false;
}
#if defined(HAVE_WX) && HAVE_WX
// Boot to pause or not
Core::SetState((main_frame->g_pCodeWindow && StartUp.bBootToPause) ? Core::CORE_PAUSE : Core::CORE_RUN);
#else
Core::SetState(Core::CORE_RUN);
#endif
return true;
}
void Stop()
{
Core::Stop();
}
} // namespace