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eden/src/yuzu_cmd/yuzu.cpp
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include <iostream>
#include <memory>
#include <mutex>
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#include <regex>
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#include <string>
#include "common/settings_enums.h"
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#include "core/launch_params.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_main.h>
#include <fmt/ostream.h>
#include "common/logging.h"
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#include "common/scm_rev.h"
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#include "common/settings.h"
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#include "common/string_util.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/cpu_manager.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/vfs_real.h"
#include "core/hle/service/am/applet_manager.h"
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#include "core/hle/service/filesystem/filesystem.h"
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#include "core/loader/loader.h"
#include "frontend_common/config.h"
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#include "input_common/main.h"
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#include "network/network.h"
#include "sdl_config.h"
#include "video_core/gpu.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/renderer_base.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
#ifdef HAS_OPENGL
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#include "yuzu_cmd/emu_window/emu_window_sdl3_gl.h"
#endif
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#include "yuzu_cmd/emu_window/emu_window_sdl3_null.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3_vk.h"
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#ifdef _WIN32
// windows.h needs to be included before shellapi.h
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#include <windows.h>
#include <shellapi.h>
#include "common/windows/timer_resolution.h"
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#endif
#ifdef _WIN32
extern "C" {
// tells Nvidia and AMD drivers to use the dedicated GPU by default on laptops with switchable
// graphics
__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
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static void OnStateChanged(const Network::RoomMember::State& state) {
switch (state) {
case Network::RoomMember::State::Idle:
LOG_DEBUG(Network, "Network is idle");
break;
case Network::RoomMember::State::Joining:
LOG_DEBUG(Network, "Connection sequence to room started");
break;
case Network::RoomMember::State::Joined:
LOG_DEBUG(Network, "Successfully joined to the room");
break;
case Network::RoomMember::State::Moderator:
LOG_DEBUG(Network, "Successfully joined the room as a moderator");
break;
default:
break;
}
}
static void OnNetworkError(const Network::RoomMember::Error& error) {
switch (error) {
case Network::RoomMember::Error::LostConnection:
LOG_DEBUG(Network, "Lost connection to the room");
break;
case Network::RoomMember::Error::CouldNotConnect:
LOG_ERROR(Network, "Error: Could not connect");
exit(1);
break;
case Network::RoomMember::Error::NameCollision:
LOG_ERROR(
Network,
"You tried to use the same nickname as another user that is connected to the Room");
exit(1);
break;
case Network::RoomMember::Error::IpCollision:
LOG_ERROR(Network, "You tried to use the same fake IP-Address as another user that is "
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"connected to the Room");
exit(1);
break;
case Network::RoomMember::Error::WrongPassword:
LOG_ERROR(Network, "Room replied with: Wrong password");
exit(1);
break;
case Network::RoomMember::Error::WrongVersion:
LOG_ERROR(Network,
"You are using a different version than the room you are trying to connect to");
exit(1);
break;
case Network::RoomMember::Error::RoomIsFull:
LOG_ERROR(Network, "The room is full");
exit(1);
break;
case Network::RoomMember::Error::HostKicked:
LOG_ERROR(Network, "You have been kicked by the host");
break;
case Network::RoomMember::Error::HostBanned:
LOG_ERROR(Network, "You have been banned by the host");
break;
case Network::RoomMember::Error::UnknownError:
LOG_ERROR(Network, "UnknownError");
break;
case Network::RoomMember::Error::PermissionDenied:
LOG_ERROR(Network, "PermissionDenied");
break;
case Network::RoomMember::Error::NoSuchUser:
LOG_ERROR(Network, "NoSuchUser");
break;
}
}
static void OnMessageReceived(const Network::ChatEntry& msg) {
std::cout << std::endl << msg.nickname << ": " << msg.message << std::endl << std::endl;
}
static void OnStatusMessageReceived(const Network::StatusMessageEntry& msg) {
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std::string message = [&]() {
switch (msg.type) {
case Network::IdMemberJoin:
return fmt::format("{} has joined", msg.nickname);
case Network::IdMemberLeave:
return fmt::format("{} has left", msg.nickname);
case Network::IdMemberKicked:
return fmt::format("{} has been kicked", msg.nickname);
case Network::IdMemberBanned:
return fmt::format("{} has been banned", msg.nickname);
case Network::IdAddressUnbanned:
return fmt::format("{} has been unbanned", msg.nickname);
default:
return std::string{};
}
}();
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if (!message.empty())
std::cout << std::endl << "* " << message << std::endl << std::endl;
}
struct SdlState {
Core::System system{};
std::unique_ptr<EmuWindow_SDL3> emu_window;
};
extern "C" SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) {
SdlState* state = new SdlState();
#ifdef _WIN32
if (AttachConsole(ATTACH_PARENT_PROCESS)) {
freopen("CONOUT$", "wb", stdout);
freopen("CONOUT$", "wb", stderr);
}
#endif
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Common::Log::Initialize();
Common::Log::SetColorConsoleBackendEnabled(true);
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Common::Log::Start();
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int option_index = 0;
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#ifdef _WIN32
int argc_w;
auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w);
if (argv_w == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to get command line arguments");
return SDL_APP_FAILURE;
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}
#else
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wchar_t **argv_w = nullptr;
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#endif
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Core::LaunchParams lp = Core::ParseLaunchParams(state->system, argc, argv, argv_w);
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#ifdef _WIN32
LocalFree(argv_w);
#endif
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SdlConfig config{lp.config_path};
Core::ApplyLaunchParams(lp);
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if (lp.filepath.empty()) {
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LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
return SDL_APP_FAILURE;
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}
state->system.Initialize();
InputCommon::InputSubsystem input_subsystem{};
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// Apply the command line arguments
state->system.ApplySettings();
switch (Settings::values.renderer_backend.GetValue()) {
#ifdef HAS_OPENGL
case Settings::RendererBackend::OpenGL_GLSL:
case Settings::RendererBackend::OpenGL_GLASM:
case Settings::RendererBackend::OpenGL_SPIRV:
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state->emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, state->system, lp.fullscreen);
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break;
#endif
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case Settings::RendererBackend::Vulkan:
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state->emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, state->system, lp.fullscreen);
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break;
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case Settings::RendererBackend::Null:
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state->emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, state->system, lp.fullscreen);
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break;
default:
LOG_CRITICAL(Frontend, "Invalid renderer backend");
return SDL_APP_FAILURE;
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}
#ifdef _WIN32
Common::Windows::SetCurrentTimerResolutionToMaximum();
state->system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution());
#endif
state->system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
state->system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
state->system.GetFileSystemController().CreateFactories(*state->system.GetFilesystem());
state->system.GetUserChannel().clear();
Service::AM::FrontendAppletParameters load_parameters{
.applet_id = Service::AM::AppletId::Application,
};
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const Core::SystemResultStatus load_result = state->system.Load(*state->emu_window, lp.filepath, load_parameters);
switch (load_result) {
case Core::SystemResultStatus::Success:
break; // Expected case
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case Core::SystemResultStatus::ErrorGetLoader:
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LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", lp.filepath);
return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorLoader:
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LOG_CRITICAL(Frontend, "Failed to load ROM!");
return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorNotInitialized:
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LOG_CRITICAL(Frontend, "CPUCore not initialized");
return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorVideoCore:
LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
return SDL_APP_FAILURE;
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default:
const u16 loader_id = u16(Core::SystemResultStatus::ErrorLoader);
const u16 error_id = u16(load_result) - loader_id;
LOG_CRITICAL(Frontend,
"While attempting to load the ROM requested, an error occurred. Please "
"refer to the Eden wiki for more information or the Eden discord for "
"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
loader_id, error_id, Loader::ResultStatus(error_id));
return SDL_APP_FAILURE;
}
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if (lp.use_multiplayer) {
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if (auto member = Network::GetRoomMember().lock()) {
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member->BindOnChatMessageReceived(OnMessageReceived);
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member->BindOnStatusMessageReceived(OnStatusMessageReceived);
member->BindOnStateChanged(OnStateChanged);
member->BindOnError(OnNetworkError);
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LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", lp.address, lp.port, lp.nickname);
member->Join(lp.nickname, lp.address.c_str(), lp.port, 0, Network::NoPreferredIP, lp.password);
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} else {
LOG_ERROR(Network, "Could not access RoomMember");
return SDL_APP_FAILURE;
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}
}
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
state->system.GPU().Start();
state->system.GetCpuManager().OnGpuReady();
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if (Settings::values.use_disk_shader_cache.GetValue()) {
state->system.Renderer().ReadRasterizer()->LoadDiskResources(
state->system.GetApplicationProcessProgramID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
// don't do anything, SDL3 already exists for us :D
state->system.RegisterExitCallback([] {});
// QLaunch launched applications (should) now reload shader cache.
static std::mutex shader_cache_reload_mutex;
state->system.RegisterApplicationChangedCallback([&state](u64 changed_program_id) {
if (!Settings::values.use_disk_shader_cache.GetValue()) {
return;
}
std::scoped_lock lk{shader_cache_reload_mutex};
LOG_INFO(Frontend, "Reloading disk shader cache for {:016X}", changed_program_id);
state->system.Pause();
state->system.GPU().WaitForIdle();
state->system.GPU().ObtainContext();
state->system.Renderer().ReadRasterizer()->LoadDiskResources(
changed_program_id, std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t, size_t) {});
state->system.GPU().ReleaseContext();
state->system.Run();
});
void(state->system.Run());
if (state->system.DebuggerEnabled())
state->system.InitializeDebugger();
return SDL_APP_SUCCESS;
}
extern "C" SDL_AppResult SDL_AppIterate(void *appstate) {
SdlState *state = (SdlState *)appstate;
return state->emu_window->IsOpen() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
}
extern "C" SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
SdlState *state = (SdlState *)appstate;
state->emu_window->OnEvent(*event);
return SDL_APP_SUCCESS;
}
extern "C" void SDL_AppQuit(void *appstate, SDL_AppResult result) {
SdlState *state = (SdlState *)appstate;
state->system.DetachDebugger();
void(state->system.Pause());
state->system.ShutdownMainProcess();
delete state;
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}
#define VMA_IMPLEMENTATION
#include "video_core/vulkan_common/vma.h"