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yuzu/src/yuzu_cmd/yuzu.cpp
ReinUsesLisp 51512d01d8 renderer_opengl: Avoid precompiled cache and force NV GL cache directory
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.

This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.

Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
2021-01-21 00:41:03 -03:00

231 lines
7.3 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <iostream>
#include <memory>
#include <string>
#include <thread>
#include <fmt/ostream.h>
#include "common/common_paths.h"
#include "common/detached_tasks.h"
#include "common/file_util.h"
#include "common/logging/backend.h"
#include "common/logging/filter.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/nvidia_flags.h"
#include "common/scm_rev.h"
#include "common/scope_exit.h"
#include "common/string_util.h"
#include "common/telemetry.h"
#include "core/core.h"
#include "core/crypto/key_manager.h"
#include "core/file_sys/registered_cache.h"
#include "core/file_sys/vfs_real.h"
#include "core/hle/kernel/process.h"
#include "core/hle/service/filesystem/filesystem.h"
#include "core/loader/loader.h"
#include "core/settings.h"
#include "core/telemetry_session.h"
#include "input_common/main.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/config.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_vk.h"
#ifdef _WIN32
// windows.h needs to be included before shellapi.h
#include <windows.h>
#include <shellapi.h>
#endif
#undef _UNICODE
#include <getopt.h>
#ifndef _MSC_VER
#include <unistd.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 PrintHelp(const char* argv0) {
std::cout << "Usage: " << argv0
<< " [options] <filename>\n"
"-f, --fullscreen Start in fullscreen mode\n"
"-h, --help Display this help and exit\n"
"-v, --version Output version information and exit\n"
"-p, --program Pass following string as arguments to executable\n";
}
static void PrintVersion() {
std::cout << "yuzu " << Common::g_scm_branch << " " << Common::g_scm_desc << std::endl;
}
static void InitializeLogging() {
Log::Filter log_filter(Log::Level::Debug);
log_filter.ParseFilterString(Settings::values.log_filter);
Log::SetGlobalFilter(log_filter);
Log::AddBackend(std::make_unique<Log::ColorConsoleBackend>());
const std::string& log_dir = Common::FS::GetUserPath(Common::FS::UserPath::LogDir);
Common::FS::CreateFullPath(log_dir);
Log::AddBackend(std::make_unique<Log::FileBackend>(log_dir + LOG_FILE));
#ifdef _WIN32
Log::AddBackend(std::make_unique<Log::DebuggerBackend>());
#endif
}
/// Application entry point
int main(int argc, char** argv) {
Common::DetachedTasks detached_tasks;
Config config;
int option_index = 0;
InitializeLogging();
#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 -1;
}
#endif
std::string filepath;
bool fullscreen = false;
static struct option long_options[] = {
{"fullscreen", no_argument, 0, 'f'},
{"help", no_argument, 0, 'h'},
{"version", no_argument, 0, 'v'},
{"program", optional_argument, 0, 'p'},
{0, 0, 0, 0},
};
while (optind < argc) {
int arg = getopt_long(argc, argv, "g:fhvp::", long_options, &option_index);
if (arg != -1) {
switch (static_cast<char>(arg)) {
case 'f':
fullscreen = true;
LOG_INFO(Frontend, "Starting in fullscreen mode...");
break;
case 'h':
PrintHelp(argv[0]);
return 0;
case 'v':
PrintVersion();
return 0;
case 'p':
Settings::values.program_args = argv[optind];
++optind;
break;
}
} else {
#ifdef _WIN32
filepath = Common::UTF16ToUTF8(argv_w[optind]);
#else
filepath = argv[optind];
#endif
optind++;
}
}
#ifdef _WIN32
LocalFree(argv_w);
#endif
MicroProfileOnThreadCreate("EmuThread");
SCOPE_EXIT({ MicroProfileShutdown(); });
Common::ConfigureNvidiaEnvironmentFlags();
if (filepath.empty()) {
LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
return -1;
}
auto& system{Core::System::GetInstance()};
InputCommon::InputSubsystem input_subsystem;
// Apply the command line arguments
Settings::Apply(system);
std::unique_ptr<EmuWindow_SDL2> emu_window;
switch (Settings::values.renderer_backend.GetValue()) {
case Settings::RendererBackend::OpenGL:
emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, fullscreen);
break;
case Settings::RendererBackend::Vulkan:
emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem);
break;
}
system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
const Core::System::ResultStatus load_result{system.Load(*emu_window, filepath)};
switch (load_result) {
case Core::System::ResultStatus::ErrorGetLoader:
LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
return -1;
case Core::System::ResultStatus::ErrorLoader:
LOG_CRITICAL(Frontend, "Failed to load ROM!");
return -1;
case Core::System::ResultStatus::ErrorNotInitialized:
LOG_CRITICAL(Frontend, "CPUCore not initialized");
return -1;
case Core::System::ResultStatus::ErrorVideoCore:
LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
return -1;
case Core::System::ResultStatus::Success:
break; // Expected case
default:
if (static_cast<u32>(load_result) >
static_cast<u32>(Core::System::ResultStatus::ErrorLoader)) {
const u16 loader_id = static_cast<u16>(Core::System::ResultStatus::ErrorLoader);
const u16 error_id = static_cast<u16>(load_result) - loader_id;
LOG_CRITICAL(Frontend,
"While attempting to load the ROM requested, an error occurred. Please "
"refer to the yuzu wiki for more information or the yuzu discord for "
"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
loader_id, error_id, static_cast<Loader::ResultStatus>(error_id));
}
}
system.TelemetrySession().AddField(Common::Telemetry::FieldType::App, "Frontend", "SDL");
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start();
system.Renderer().Rasterizer().LoadDiskResources(
system.CurrentProcess()->GetTitleID(), false,
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
void(system.Run());
while (emu_window->IsOpen()) {
emu_window->WaitEvent();
}
void(system.Pause());
system.Shutdown();
detached_tasks.WaitForAllTasks();
return 0;
}