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@@ -7,18 +7,29 @@
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******************************************************************************
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*/
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#include <atomic>
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#include <cstdlib>
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#include <functional>
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#include <memory>
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#include <string>
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#include <thread>
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#include <vector>
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#include "xenia/app/discord/discord_presence.h"
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#include "xenia/app/emulator_window.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/debugging.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/main.h"
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#include "xenia/base/platform.h"
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#include "xenia/base/profiling.h"
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#include "xenia/base/threading.h"
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#include "xenia/config.h"
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#include "xenia/debug/ui/debug_window.h"
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#include "xenia/emulator.h"
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#include "xenia/ui/file_picker.h"
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#include "xenia/ui/window.h"
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#include "xenia/ui/windowed_app.h"
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#include "xenia/ui/windowed_app_context.h"
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#include "xenia/vfs/devices/host_path_device.h"
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// Available audio systems:
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@@ -44,7 +55,6 @@
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#endif // XE_PLATFORM_WIN32
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#include "third_party/fmt/include/fmt/format.h"
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#include "third_party/xbyak/xbyak/xbyak_util.h"
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DEFINE_string(apu, "any", "Audio system. Use: [any, nop, sdl, xaudio2]", "APU");
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DEFINE_string(gpu, "any", "Graphics system. Use: [any, d3d12, vulkan, null]",
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@@ -91,83 +101,134 @@ DEFINE_bool(discord, true, "Enable Discord rich presence", "General");
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namespace xe {
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namespace app {
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template <typename T, typename... Args>
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class Factory {
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class EmulatorApp final : public xe::ui::WindowedApp {
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public:
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static std::unique_ptr<xe::ui::WindowedApp> Create(
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xe::ui::WindowedAppContext& app_context) {
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return std::unique_ptr<xe::ui::WindowedApp>(new EmulatorApp(app_context));
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}
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~EmulatorApp();
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bool OnInitialize() override;
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protected:
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void OnDestroy() override;
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private:
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struct Creator {
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std::string name;
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std::function<bool()> is_available;
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std::function<std::unique_ptr<T>(Args...)> instantiate;
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template <typename T, typename... Args>
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class Factory {
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private:
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struct Creator {
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std::string name;
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std::function<bool()> is_available;
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std::function<std::unique_ptr<T>(Args...)> instantiate;
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};
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std::vector<Creator> creators_;
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public:
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void Add(const std::string_view name, std::function<bool()> is_available,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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creators_.push_back({std::string(name), is_available, instantiate});
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}
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void Add(const std::string_view name,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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auto always_available = []() { return true; };
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Add(name, always_available, instantiate);
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}
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template <typename DT>
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void Add(const std::string_view name) {
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Add(name, DT::IsAvailable, [](Args... args) {
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return std::make_unique<DT>(std::forward<Args>(args)...);
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});
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}
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std::unique_ptr<T> Create(const std::string_view name, Args... args) {
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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return (*it).instantiate(std::forward<Args>(args)...);
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}
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return nullptr;
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (!instance) continue;
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return instance;
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}
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return nullptr;
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}
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}
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std::vector<std::unique_ptr<T>> CreateAll(const std::string_view name,
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Args... args) {
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std::vector<std::unique_ptr<T>> instances;
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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auto instance = (*it).instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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}
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return instances;
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}
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};
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std::vector<Creator> creators_;
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explicit EmulatorApp(xe::ui::WindowedAppContext& app_context);
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public:
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void Add(const std::string_view name, std::function<bool()> is_available,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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creators_.push_back({std::string(name), is_available, instantiate});
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}
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static std::unique_ptr<apu::AudioSystem> CreateAudioSystem(
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cpu::Processor* processor);
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static std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem();
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static std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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ui::Window* window);
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void Add(const std::string_view name,
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std::function<std::unique_ptr<T>(Args...)> instantiate) {
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auto always_available = []() { return true; };
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Add(name, always_available, instantiate);
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}
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void EmulatorThread();
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void ShutdownEmulatorThreadFromUIThread();
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template <typename DT>
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void Add(const std::string_view name) {
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Add(name, DT::IsAvailable, [](Args... args) {
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return std::make_unique<DT>(std::forward<Args>(args)...);
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});
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}
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std::unique_ptr<Emulator> emulator_;
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std::unique_ptr<EmulatorWindow> emulator_window_;
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std::unique_ptr<T> Create(const std::string_view name, Args... args) {
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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return (*it).instantiate(std::forward<Args>(args)...);
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}
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return nullptr;
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (!instance) continue;
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return instance;
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}
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return nullptr;
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}
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}
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// Created on demand, used by the emulator.
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std::unique_ptr<xe::debug::ui::DebugWindow> debug_window_;
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std::vector<std::unique_ptr<T>> CreateAll(const std::string_view name,
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Args... args) {
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std::vector<std::unique_ptr<T>> instances;
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if (!name.empty() && name != "any") {
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auto it = std::find_if(
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creators_.cbegin(), creators_.cend(),
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[&name](const auto& f) { return name.compare(f.name) == 0; });
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if (it != creators_.cend() && (*it).is_available()) {
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auto instance = (*it).instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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} else {
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for (const auto& creator : creators_) {
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if (!creator.is_available()) continue;
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auto instance = creator.instantiate(std::forward<Args>(args)...);
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if (instance) {
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instances.emplace_back(std::move(instance));
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}
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}
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}
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return instances;
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}
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// Refreshing the emulator - placed after its dependencies.
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std::atomic<bool> emulator_thread_quit_requested_;
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std::unique_ptr<xe::threading::Event> emulator_thread_event_;
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std::thread emulator_thread_;
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};
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std::unique_ptr<apu::AudioSystem> CreateAudioSystem(cpu::Processor* processor) {
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EmulatorApp::EmulatorApp(xe::ui::WindowedAppContext& app_context)
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: xe::ui::WindowedApp(app_context, "xenia", "[Path to .iso/.xex]") {
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AddPositionalOption("target");
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}
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EmulatorApp::~EmulatorApp() {
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// Should be shut down from OnDestroy if OnInitialize has ever been done, but
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// for the most safety as a running thread may be destroyed only after
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// joining.
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ShutdownEmulatorThreadFromUIThread();
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}
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std::unique_ptr<apu::AudioSystem> EmulatorApp::CreateAudioSystem(
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cpu::Processor* processor) {
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Factory<apu::AudioSystem, cpu::Processor*> factory;
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#if XE_PLATFORM_WIN32
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factory.Add<apu::xaudio2::XAudio2AudioSystem>("xaudio2");
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@@ -177,7 +238,7 @@ std::unique_ptr<apu::AudioSystem> CreateAudioSystem(cpu::Processor* processor) {
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return factory.Create(cvars::apu, processor);
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}
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std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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std::unique_ptr<gpu::GraphicsSystem> EmulatorApp::CreateGraphicsSystem() {
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Factory<gpu::GraphicsSystem> factory;
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factory.Add<gpu::vulkan::VulkanGraphicsSystem>("vulkan");
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// TODO(Triang3l): Move D3D12 back to the top.
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@@ -188,7 +249,7 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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return factory.Create(cvars::gpu);
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}
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std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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std::vector<std::unique_ptr<hid::InputDriver>> EmulatorApp::CreateInputDrivers(
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ui::Window* window) {
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std::vector<std::unique_ptr<hid::InputDriver>> drivers;
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if (cvars::hid.compare("nop") == 0) {
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@@ -216,9 +277,9 @@ std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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return drivers;
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}
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int xenia_main(const std::vector<std::string>& args) {
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bool EmulatorApp::OnInitialize() {
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Profiler::Initialize();
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Profiler::ThreadEnter("main");
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Profiler::ThreadEnter("Main");
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// Figure out where internal files and content should go.
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std::filesystem::path storage_root = cvars::storage_root;
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@@ -276,20 +337,55 @@ int xenia_main(const std::vector<std::string>& args) {
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}
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// Create the emulator but don't initialize so we can setup the window.
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auto emulator =
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emulator_ =
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std::make_unique<Emulator>("", storage_root, content_root, cache_root);
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// Main emulator display window.
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auto emulator_window = EmulatorWindow::Create(emulator.get());
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emulator_window_ = EmulatorWindow::Create(emulator_.get(), app_context());
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if (!emulator_window_) {
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XELOGE("Failed to create the main emulator window");
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return false;
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}
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// Setup the emulator and run its loop in a separate thread.
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emulator_thread_quit_requested_.store(false, std::memory_order_relaxed);
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emulator_thread_event_ = xe::threading::Event::CreateAutoResetEvent(false);
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emulator_thread_ = std::thread(&EmulatorApp::EmulatorThread, this);
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return true;
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}
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void EmulatorApp::OnDestroy() {
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ShutdownEmulatorThreadFromUIThread();
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if (cvars::discord) {
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discord::DiscordPresence::Shutdown();
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}
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Profiler::Dump();
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// The profiler needs to shut down before the graphics context.
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Profiler::Shutdown();
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// TODO(DrChat): Remove this code and do a proper exit.
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XELOGI("Cheap-skate exit!");
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std::quick_exit(EXIT_SUCCESS);
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}
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void EmulatorApp::EmulatorThread() {
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assert_not_null(emulator_thread_event_);
|
|
|
|
|
|
|
|
|
|
xe::threading::set_name("Emulator");
|
|
|
|
|
Profiler::ThreadEnter("Emulator");
|
|
|
|
|
|
|
|
|
|
// Setup and initialize all subsystems. If we can't do something
|
|
|
|
|
// (unsupported system, memory issues, etc) this will fail early.
|
|
|
|
|
X_STATUS result =
|
|
|
|
|
emulator->Setup(emulator_window->window(), CreateAudioSystem,
|
|
|
|
|
CreateGraphicsSystem, CreateInputDrivers);
|
|
|
|
|
emulator_->Setup(emulator_window_->window(), CreateAudioSystem,
|
|
|
|
|
CreateGraphicsSystem, CreateInputDrivers);
|
|
|
|
|
if (XFAILED(result)) {
|
|
|
|
|
XELOGE("Failed to setup emulator: {:08X}", result);
|
|
|
|
|
return 1;
|
|
|
|
|
app_context().RequestDeferredQuit();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (cvars::mount_scratch) {
|
|
|
|
|
@@ -298,10 +394,11 @@ int xenia_main(const std::vector<std::string>& args) {
|
|
|
|
|
if (!scratch_device->Initialize()) {
|
|
|
|
|
XELOGE("Unable to scan scratch path");
|
|
|
|
|
} else {
|
|
|
|
|
if (!emulator->file_system()->RegisterDevice(std::move(scratch_device))) {
|
|
|
|
|
if (!emulator_->file_system()->RegisterDevice(
|
|
|
|
|
std::move(scratch_device))) {
|
|
|
|
|
XELOGE("Unable to register scratch path");
|
|
|
|
|
} else {
|
|
|
|
|
emulator->file_system()->RegisterSymbolicLink("scratch:", "\\SCRATCH");
|
|
|
|
|
emulator_->file_system()->RegisterSymbolicLink("scratch:", "\\SCRATCH");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@@ -312,10 +409,10 @@ int xenia_main(const std::vector<std::string>& args) {
|
|
|
|
|
if (!cache0_device->Initialize()) {
|
|
|
|
|
XELOGE("Unable to scan cache0 path");
|
|
|
|
|
} else {
|
|
|
|
|
if (!emulator->file_system()->RegisterDevice(std::move(cache0_device))) {
|
|
|
|
|
if (!emulator_->file_system()->RegisterDevice(std::move(cache0_device))) {
|
|
|
|
|
XELOGE("Unable to register cache0 path");
|
|
|
|
|
} else {
|
|
|
|
|
emulator->file_system()->RegisterSymbolicLink("cache0:", "\\CACHE0");
|
|
|
|
|
emulator_->file_system()->RegisterSymbolicLink("cache0:", "\\CACHE0");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -324,79 +421,78 @@ int xenia_main(const std::vector<std::string>& args) {
|
|
|
|
|
if (!cache1_device->Initialize()) {
|
|
|
|
|
XELOGE("Unable to scan cache1 path");
|
|
|
|
|
} else {
|
|
|
|
|
if (!emulator->file_system()->RegisterDevice(std::move(cache1_device))) {
|
|
|
|
|
if (!emulator_->file_system()->RegisterDevice(std::move(cache1_device))) {
|
|
|
|
|
XELOGE("Unable to register cache1 path");
|
|
|
|
|
} else {
|
|
|
|
|
emulator->file_system()->RegisterSymbolicLink("cache1:", "\\CACHE1");
|
|
|
|
|
emulator_->file_system()->RegisterSymbolicLink("cache1:", "\\CACHE1");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Some (older?) games try accessing cache:\ too
|
|
|
|
|
// NOTE: this must be registered _after_ the cache0/cache1 devices, due to
|
|
|
|
|
// substring/start_with logic inside VirtualFileSystem::ResolvePath, else
|
|
|
|
|
// accesses to those devices will go here instead
|
|
|
|
|
auto cache_device =
|
|
|
|
|
std::make_unique<xe::vfs::HostPathDevice>("\\CACHE", "cache", false);
|
|
|
|
|
if (!cache_device->Initialize()) {
|
|
|
|
|
XELOGE("Unable to scan cache path");
|
|
|
|
|
} else {
|
|
|
|
|
if (!emulator_->file_system()->RegisterDevice(std::move(cache_device))) {
|
|
|
|
|
XELOGE("Unable to register cache path");
|
|
|
|
|
} else {
|
|
|
|
|
emulator_->file_system()->RegisterSymbolicLink("cache:", "\\CACHE");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set a debug handler.
|
|
|
|
|
// This will respond to debugging requests so we can open the debug UI.
|
|
|
|
|
std::unique_ptr<xe::debug::ui::DebugWindow> debug_window;
|
|
|
|
|
if (cvars::debug) {
|
|
|
|
|
emulator->processor()->set_debug_listener_request_handler(
|
|
|
|
|
[&](xe::cpu::Processor* processor) {
|
|
|
|
|
if (debug_window) {
|
|
|
|
|
return debug_window.get();
|
|
|
|
|
emulator_->processor()->set_debug_listener_request_handler(
|
|
|
|
|
[this](xe::cpu::Processor* processor) {
|
|
|
|
|
if (debug_window_) {
|
|
|
|
|
return debug_window_.get();
|
|
|
|
|
}
|
|
|
|
|
emulator_window->loop()->PostSynchronous([&]() {
|
|
|
|
|
debug_window = xe::debug::ui::DebugWindow::Create(
|
|
|
|
|
emulator.get(), emulator_window->loop());
|
|
|
|
|
debug_window->window()->on_closed.AddListener(
|
|
|
|
|
[&](xe::ui::UIEvent* e) {
|
|
|
|
|
emulator->processor()->set_debug_listener(nullptr);
|
|
|
|
|
emulator_window->loop()->Post(
|
|
|
|
|
[&]() { debug_window.reset(); });
|
|
|
|
|
app_context().CallInUIThreadSynchronous([this]() {
|
|
|
|
|
debug_window_ = xe::debug::ui::DebugWindow::Create(emulator_.get(),
|
|
|
|
|
app_context());
|
|
|
|
|
debug_window_->window()->on_closed.AddListener(
|
|
|
|
|
[this](xe::ui::UIEvent* e) {
|
|
|
|
|
emulator_->processor()->set_debug_listener(nullptr);
|
|
|
|
|
app_context().CallInUIThread(
|
|
|
|
|
[this]() { debug_window_.reset(); });
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
return debug_window.get();
|
|
|
|
|
// If failed to enqueue the UI thread call, this will just be null.
|
|
|
|
|
return debug_window_.get();
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto evt = xe::threading::Event::CreateAutoResetEvent(false);
|
|
|
|
|
emulator->on_launch.AddListener([&](auto title_id, const auto& game_title) {
|
|
|
|
|
emulator_->on_launch.AddListener([&](auto title_id, const auto& game_title) {
|
|
|
|
|
if (cvars::discord) {
|
|
|
|
|
discord::DiscordPresence::PlayingTitle(
|
|
|
|
|
game_title.empty() ? "Unknown Title" : std::string(game_title));
|
|
|
|
|
}
|
|
|
|
|
emulator_window->UpdateTitle();
|
|
|
|
|
evt->Set();
|
|
|
|
|
app_context().CallInUIThread([this]() { emulator_window_->UpdateTitle(); });
|
|
|
|
|
emulator_thread_event_->Set();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
emulator->on_shader_storage_initialization.AddListener(
|
|
|
|
|
[&](bool initializing) {
|
|
|
|
|
emulator_window->SetInitializingShaderStorage(initializing);
|
|
|
|
|
emulator_->on_shader_storage_initialization.AddListener(
|
|
|
|
|
[this](bool initializing) {
|
|
|
|
|
app_context().CallInUIThread([this, initializing]() {
|
|
|
|
|
emulator_window_->SetInitializingShaderStorage(initializing);
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
emulator->on_terminate.AddListener([&]() {
|
|
|
|
|
emulator_->on_terminate.AddListener([]() {
|
|
|
|
|
if (cvars::discord) {
|
|
|
|
|
discord::DiscordPresence::NotPlaying();
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
emulator_window->window()->on_closing.AddListener([&](ui::UIEvent* e) {
|
|
|
|
|
// This needs to shut down before the graphics context.
|
|
|
|
|
Profiler::Shutdown();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
bool exiting = false;
|
|
|
|
|
emulator_window->loop()->on_quit.AddListener([&](ui::UIEvent* e) {
|
|
|
|
|
exiting = true;
|
|
|
|
|
evt->Set();
|
|
|
|
|
|
|
|
|
|
if (cvars::discord) {
|
|
|
|
|
discord::DiscordPresence::Shutdown();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO(DrChat): Remove this code and do a proper exit.
|
|
|
|
|
XELOGI("Cheap-skate exit!");
|
|
|
|
|
exit(0);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Enable the main menu now that the emulator is properly loaded
|
|
|
|
|
emulator_window->window()->EnableMainMenu();
|
|
|
|
|
app_context().CallInUIThread(
|
|
|
|
|
[this]() { emulator_window_->window()->EnableMainMenu(); });
|
|
|
|
|
|
|
|
|
|
// Grab path from the flag or unnamed argument.
|
|
|
|
|
std::filesystem::path path;
|
|
|
|
|
@@ -405,50 +501,56 @@ int xenia_main(const std::vector<std::string>& args) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Toggles fullscreen
|
|
|
|
|
if (cvars::fullscreen) emulator_window->ToggleFullscreen();
|
|
|
|
|
if (cvars::fullscreen) {
|
|
|
|
|
app_context().CallInUIThread(
|
|
|
|
|
[this]() { emulator_window_->ToggleFullscreen(); });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!path.empty()) {
|
|
|
|
|
// Normalize the path and make absolute.
|
|
|
|
|
auto abs_path = std::filesystem::absolute(path);
|
|
|
|
|
result = emulator->LaunchPath(abs_path);
|
|
|
|
|
result = emulator_->LaunchPath(abs_path);
|
|
|
|
|
if (XFAILED(result)) {
|
|
|
|
|
xe::FatalError(fmt::format("Failed to launch target: {:08X}", result));
|
|
|
|
|
emulator.reset();
|
|
|
|
|
emulator_window.reset();
|
|
|
|
|
return 1;
|
|
|
|
|
app_context().RequestDeferredQuit();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Now, we're going to use the main thread to drive events related to
|
|
|
|
|
// emulation.
|
|
|
|
|
while (!exiting) {
|
|
|
|
|
xe::threading::Wait(evt.get(), false);
|
|
|
|
|
|
|
|
|
|
// Now, we're going to use this thread to drive events related to emulation.
|
|
|
|
|
while (!emulator_thread_quit_requested_.load(std::memory_order_relaxed)) {
|
|
|
|
|
xe::threading::Wait(emulator_thread_event_.get(), false);
|
|
|
|
|
while (true) {
|
|
|
|
|
emulator->WaitUntilExit();
|
|
|
|
|
if (emulator->TitleRequested()) {
|
|
|
|
|
emulator->LaunchNextTitle();
|
|
|
|
|
emulator_->WaitUntilExit();
|
|
|
|
|
if (emulator_->TitleRequested()) {
|
|
|
|
|
emulator_->LaunchNextTitle();
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
debug_window.reset();
|
|
|
|
|
emulator.reset();
|
|
|
|
|
|
|
|
|
|
if (cvars::discord) {
|
|
|
|
|
discord::DiscordPresence::Shutdown();
|
|
|
|
|
void EmulatorApp::ShutdownEmulatorThreadFromUIThread() {
|
|
|
|
|
// TODO(Triang3l): Proper shutdown of the emulator (relying on std::quick_exit
|
|
|
|
|
// for now) - currently WaitUntilExit loops forever otherwise (plus possibly
|
|
|
|
|
// lots of other things not shutting down correctly now). Some parts of the
|
|
|
|
|
// code call the regular std::exit, which seems to be calling destructors (at
|
|
|
|
|
// least on Linux), so the entire join is currently commented out.
|
|
|
|
|
#if 0
|
|
|
|
|
// Same thread as the one created it, to make sure there's zero possibility of
|
|
|
|
|
// a race with the creation of the emulator thread.
|
|
|
|
|
assert_true(app_context().IsInUIThread());
|
|
|
|
|
emulator_thread_quit_requested_.store(true, std::memory_order_relaxed);
|
|
|
|
|
if (!emulator_thread_.joinable()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Profiler::Dump();
|
|
|
|
|
Profiler::Shutdown();
|
|
|
|
|
emulator_window.reset();
|
|
|
|
|
return 0;
|
|
|
|
|
emulator_thread_event_->Set();
|
|
|
|
|
emulator_thread_.join();
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace app
|
|
|
|
|
} // namespace xe
|
|
|
|
|
|
|
|
|
|
DEFINE_ENTRY_POINT("xenia", xe::app::xenia_main, "[Path to .iso/.xex]",
|
|
|
|
|
"target");
|
|
|
|
|
XE_DEFINE_WINDOWED_APP(xenia, xe::app::EmulatorApp::Create);
|
|
|
|
|
|