// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later // SPDX-FileCopyrightText: 2014 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include #include "common/settings_enums.h" #include "core/launch_params.h" #ifdef __EMSCRIPTEN__ #include #endif #define SDL_MAIN_USE_CALLBACKS 1 #include #include #include "common/logging.h" #include "common/scm_rev.h" #include "common/settings.h" #include "common/string_util.h" #include "core/core.h" #include "core/core_timing.h" #include "core/cpu_manager.h" #include "core/crypto/key_manager.h" #include "core/file_sys/registered_cache.h" #include "core/file_sys/vfs/vfs_real.h" #include "core/hle/service/am/applet_manager.h" #include "core/hle/service/filesystem/filesystem.h" #include "core/loader/loader.h" #include "frontend_common/config.h" #include "input_common/main.h" #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" #include "yuzu_cmd/emu_window/emu_window_sdl3.h" #ifdef HAS_OPENGL #include "yuzu_cmd/emu_window/emu_window_sdl3_gl.h" #endif #include "yuzu_cmd/emu_window/emu_window_sdl3_null.h" #include "yuzu_cmd/emu_window/emu_window_sdl3_vk.h" #ifdef _WIN32 // windows.h needs to be included before shellapi.h #include #include #include "common/windows/timer_resolution.h" #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 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 " "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) { 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{}; } }(); if (!message.empty()) std::cout << std::endl << "* " << message << std::endl << std::endl; } struct SdlState { Core::System system{}; std::unique_ptr 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 Common::Log::Initialize(); Common::Log::SetColorConsoleBackendEnabled(true); Common::Log::Start(); int option_index = 0; #ifdef _WIN32 int argc_w; auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w); if (argv_w == nullptr) { LOG_CRITICAL(Frontend, "Failed to get command line arguments"); return SDL_APP_FAILURE; } #else wchar_t **argv_w = nullptr; #endif Core::LaunchParams lp = Core::ParseLaunchParams(state->system, argc, argv, argv_w); #ifdef _WIN32 LocalFree(argv_w); #endif SdlConfig config{lp.config_path}; Core::ApplyLaunchParams(lp); if (lp.filepath.empty()) { LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified"); return SDL_APP_FAILURE; } state->system.Initialize(); InputCommon::InputSubsystem input_subsystem{}; // 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: state->emu_window = std::make_unique(&input_subsystem, state->system, lp.fullscreen); break; #endif case Settings::RendererBackend::Vulkan: state->emu_window = std::make_unique(&input_subsystem, state->system, lp.fullscreen); break; case Settings::RendererBackend::Null: state->emu_window = std::make_unique(&input_subsystem, state->system, lp.fullscreen); break; default: LOG_CRITICAL(Frontend, "Invalid renderer backend"); return SDL_APP_FAILURE; } #ifdef _WIN32 Common::Windows::SetCurrentTimerResolutionToMaximum(); state->system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution()); #endif state->system.SetContentProvider(std::make_unique()); state->system.SetFilesystem(std::make_shared()); state->system.GetFileSystemController().CreateFactories(*state->system.GetFilesystem()); state->system.GetUserChannel().clear(); Service::AM::FrontendAppletParameters load_parameters{ .applet_id = Service::AM::AppletId::Application, }; 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 case Core::SystemResultStatus::ErrorGetLoader: LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", lp.filepath); return SDL_APP_FAILURE; case Core::SystemResultStatus::ErrorLoader: LOG_CRITICAL(Frontend, "Failed to load ROM!"); return SDL_APP_FAILURE; case Core::SystemResultStatus::ErrorNotInitialized: LOG_CRITICAL(Frontend, "CPUCore not initialized"); return SDL_APP_FAILURE; case Core::SystemResultStatus::ErrorVideoCore: LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!"); return SDL_APP_FAILURE; 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; } if (lp.use_multiplayer) { if (auto member = Network::GetRoomMember().lock()) { member->BindOnChatMessageReceived(OnMessageReceived); member->BindOnStatusMessageReceived(OnStatusMessageReceived); member->BindOnStateChanged(OnStateChanged); member->BindOnError(OnNetworkError); 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); } else { LOG_ERROR(Network, "Could not access RoomMember"); return SDL_APP_FAILURE; } } // Core is loaded, start the GPU (makes the GPU contexts current to this thread) state->system.GPU().Start(); state->system.GetCpuManager().OnGpuReady(); if (Settings::values.use_disk_shader_cache.GetValue()) { state->system.Renderer().ReadRasterizer()->LoadDiskResources( state->system.GetApplicationProcessProgramID(), std::stop_token{}, [](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; } #define VMA_IMPLEMENTATION #include "video_core/vulkan_common/vma.h"