Massive refactoring of all code + audio skeleton.

This should make it easier to find files and (in the future) split things
up into separate libraries.
It also changes around emulator initialization to make it a little more
difficult to do things out of order and a little more sensible as to when
real init work happens.
Also adding a skeleton audio system/driver and reworking CPU register
access to be more extensible.
This commit is contained in:
Ben Vanik
2013-10-23 20:42:24 -07:00
parent c996a4bbaf
commit b7ffd46319
182 changed files with 3919 additions and 3286 deletions

View File

@@ -0,0 +1,188 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/kernel/xboxkrnl/xboxkrnl_module.h>
#include <gflags/gflags.h>
#include <xenia/export_resolver.h>
#include <xenia/kernel/xboxkrnl/kernel_state.h>
#include <xenia/kernel/xboxkrnl/xboxkrnl_private.h>
#include <xenia/kernel/xboxkrnl/objects/xmodule.h>
using namespace xe;
using namespace xe::kernel;
using namespace xe::kernel::xboxkrnl;
DEFINE_bool(abort_before_entry, false,
"Abort execution right before launching the module.");
KernelState* xe::kernel::xboxkrnl::shared_kernel_state_ = NULL;
XboxkrnlModule::XboxkrnlModule(Emulator* emulator) :
KernelModule(emulator) {
// Build the export table used for resolution.
#include <xenia/kernel/util/export_table_pre.inc>
static KernelExport xboxkrnl_export_table[] = {
#include <xenia/kernel/xboxkrnl/xboxkrnl_table.inc>
};
#include <xenia/kernel/util/export_table_post.inc>
export_resolver_->RegisterTable(
"xboxkrnl.exe", xboxkrnl_export_table, XECOUNT(xboxkrnl_export_table));
// Setup the kernel state instance.
// This is where all kernel objects are kept while running.
kernel_state_ = new KernelState(emulator);
// Setup the shared global state object.
XEASSERTNULL(shared_kernel_state_);
shared_kernel_state_ = kernel_state_;
// Register all exported functions.
RegisterDebugExports(export_resolver_, kernel_state_);
RegisterHalExports(export_resolver_, kernel_state_);
RegisterIoExports(export_resolver_, kernel_state_);
RegisterMemoryExports(export_resolver_, kernel_state_);
RegisterMiscExports(export_resolver_, kernel_state_);
RegisterModuleExports(export_resolver_, kernel_state_);
RegisterNtExports(export_resolver_, kernel_state_);
RegisterObExports(export_resolver_, kernel_state_);
RegisterRtlExports(export_resolver_, kernel_state_);
RegisterThreadingExports(export_resolver_, kernel_state_);
RegisterVideoExports(export_resolver_, kernel_state_);
uint8_t* mem = xe_memory_addr(memory_);
// KeDebugMonitorData (?*)
// Set to a valid value when a remote debugger is attached.
// Offset 0x18 is a 4b pointer to a handler function that seems to take two
// arguments. If we wanted to see what would happen we could fake that.
uint32_t pKeDebugMonitorData = xe_memory_heap_alloc(memory_, 0, 256, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::KeDebugMonitorData,
pKeDebugMonitorData);
XESETUINT32BE(mem + pKeDebugMonitorData, 0);
// KeCertMonitorData (?*)
// Always set to zero, ignored.
uint32_t pKeCertMonitorData = xe_memory_heap_alloc(memory_, 0, 4, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::KeCertMonitorData,
pKeCertMonitorData);
XESETUINT32BE(mem + pKeCertMonitorData, 0);
// XboxHardwareInfo (XboxHardwareInfo_t, 16b)
// flags cpu# ? ? ? ? ? ?
// 0x00000000, 0x06, 0x00, 0x00, 0x00, 0x00000000, 0x0000, 0x0000
// Games seem to check if bit 26 (0x20) is set, which at least for xbox1
// was whether an HDD was present. Not sure what the other flags are.
uint32_t pXboxHardwareInfo = xe_memory_heap_alloc(memory_, 0, 16, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::XboxHardwareInfo,
pXboxHardwareInfo);
XESETUINT32BE(mem + pXboxHardwareInfo + 0, 0x00000000); // flags
XESETUINT8BE (mem + pXboxHardwareInfo + 4, 0x06); // cpu count
// Remaining 11b are zeroes?
// XexExecutableModuleHandle (?**)
// Games try to dereference this to get a pointer to some module struct.
// So far it seems like it's just in loader code, and only used to look up
// the XexHeaderBase for use by RtlImageXexHeaderField.
// We fake it so that the address passed to that looks legit.
// 0x80100FFC <- pointer to structure
// 0x80101000 <- our module structure
// 0x80101058 <- pointer to xex header
// 0x80101100 <- xex header base
uint32_t ppXexExecutableModuleHandle =
xe_memory_heap_alloc(memory_, 0, 4, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::XexExecutableModuleHandle,
ppXexExecutableModuleHandle);
uint32_t pXexExecutableModuleHandle =
xe_memory_heap_alloc(memory_, 0, 256, 0);
XESETUINT32BE(mem + ppXexExecutableModuleHandle, pXexExecutableModuleHandle);
XESETUINT32BE(mem + pXexExecutableModuleHandle + 0x58, 0x80101100);
// ExLoadedCommandLine (char*)
// The name of the xex. Not sure this is ever really used on real devices.
// Perhaps it's how swap disc/etc data is sent?
// Always set to "default.xex" (with quotes) for now.
uint32_t pExLoadedCommandLine = xe_memory_heap_alloc(memory_, 0, 1024, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::ExLoadedCommandLine,
pExLoadedCommandLine);
char command_line[] = "\"default.xex\"";
xe_copy_memory(mem + pExLoadedCommandLine, 1024,
command_line, XECOUNT(command_line) + 1);
// XboxKrnlVersion (8b)
// Kernel version, looks like 2b.2b.2b.2b.
// I've only seen games check >=, so we just fake something here.
uint32_t pXboxKrnlVersion = xe_memory_heap_alloc(memory_, 0, 8, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::XboxKrnlVersion,
pXboxKrnlVersion);
XESETUINT16BE(mem + pXboxKrnlVersion + 0, 2);
XESETUINT16BE(mem + pXboxKrnlVersion + 2, 0xFFFF);
XESETUINT16BE(mem + pXboxKrnlVersion + 4, 0xFFFF);
XESETUINT16BE(mem + pXboxKrnlVersion + 6, 0xFFFF);
// KeTimeStampBundle (ad)
uint32_t pKeTimeStampBundle = xe_memory_heap_alloc(memory_, 0, 24, 0);
export_resolver_->SetVariableMapping(
"xboxkrnl.exe", ordinals::KeTimeStampBundle,
pKeTimeStampBundle);
XESETUINT64BE(mem + pKeTimeStampBundle + 0, 0);
XESETUINT64BE(mem + pKeTimeStampBundle + 8, 0);
XESETUINT32BE(mem + pKeTimeStampBundle + 12, 0);
}
XboxkrnlModule::~XboxkrnlModule() {
delete kernel_state_;
// Clear the shared kernel state.
shared_kernel_state_ = NULL;
}
int XboxkrnlModule::LaunchModule(const char* path) {
// Create and register the module. We keep it local to this function and
// dispose it on exit.
XModule* module = new XModule(kernel_state_, path);
// Load the module into memory from the filesystem.
X_STATUS result_code = module->LoadFromFile(path);
if (XFAILED(result_code)) {
XELOGE("Failed to load module %s: %.8X", path, result_code);
module->Release();
return 1;
}
if (FLAGS_abort_before_entry) {
XELOGI("--abort_before_entry causing an early exit");
module->Release();
return 0;
}
// Launch the module.
// NOTE: this won't return until the module exits.
result_code = module->Launch(0);
if (XFAILED(result_code)) {
XELOGE("Failed to launch module %s: %.8X", path, result_code);
module->Release();
return 2;
}
module->Release();
return 0;
}