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Core_ProcessStepping() returns immediately when the CPU is stopped with nothing queued, so Core_RunLoopUntil() returns immediately, so whatever drives it comes straight back. headless does that in a loop with no frame pacing at all, so a paused emulator sat at 100% of a core: measured 6.02 CPU-seconds over 6 wall seconds parked at startBreak. A debugger session is stopped most of the time, so this also dominated any profile taken of one - showing up as synchronization overhead around Core_RunOnCPUThread, which was just the hottest thing inside the spin rather than a problem with the queue. The CPU thread now blocks on a condition variable in that case. Anything that gives it something to do wakes it - Core_RunOnCPUThread() on push (with the queue mutex held, so it can't sleep on a task already queued), Core_RequestCPUStep(), and Core_Resume() - so the 2ms timeout is only a backstop for state changed without a wake, never how work is normally noticed. The wait is deliberately short rather than indefinite: callers do real work after Core_RunLoopUntil() returns, and in the app build that includes rendering the ImGui debugger from this same thread, so this has to bound how long a paused frame takes rather than replace the frame loop. Now 0.05 CPU-seconds over the same 6 seconds. No measurable cost to anything else: an identical scripted boot runs in 2514ms vs 2476ms before, and 20 consecutive cpu.stepInto still complete promptly. 55 unit tests pass, 314/314 pspautotests with --graphics=software. Also: wsdbg's README claimed a raw JSON line gets a ticket auto-assigned when it lacks one. It doesn't - the code deliberately sends raw lines exactly as written, and omitting the ticket is how you say "not waiting for an answer". Corrected. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
332 lines
12 KiB
C++
332 lines
12 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cstdint>
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#include <functional>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "Core/ConfigValues.h"
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class GraphicsContext;
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// For platforms that don't call Run
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void Core_SetGraphicsContext(GraphicsContext *ctx);
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// Returns false when an UI exit state is detected.
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void Core_Stop();
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// X11, sigh.
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#ifdef None
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#undef None
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#endif
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enum class CPUStepType {
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None,
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Into,
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Over,
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Out,
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Frame,
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};
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// Must be set when breaking.
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enum class BreakReason {
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None,
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AssertChoice,
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DebugBreak,
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DebugStep,
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DebugStepInto,
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UIFocus,
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AfterFrame,
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MemoryException,
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CpuException,
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BreakInstruction,
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SavestateLoad,
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SavestateSave,
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SavestateRewind,
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SavestateCrash,
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MemoryBreakpoint,
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CpuBreakpoint,
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RegBreakpoint,
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MemoryAccess, // ???
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JitBranchDebug,
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BreakOnBoot,
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RABreak,
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AddBreakpoint,
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FrameAdvance,
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UIPause,
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HLEDebugBreak,
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RunUntilTime,
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};
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const char *BreakReasonToString(BreakReason reason);
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enum class BreakpointKind {
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None,
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Exec,
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Memory,
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Register,
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};
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// What tripped a breakpoint, captured where it happened.
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//
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// All three kinds know a lot more than the single address Core_Break() carries - which register,
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// which byte of a watched range, read or write, how big - and until this existed it was formatted
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// straight into a log line and discarded, so a debugger over the wire couldn't see any of it. For
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// a memcheck in particular the address that reached the client was the start of the watched range,
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// not the address actually touched.
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struct BreakpointHit {
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BreakpointKind kind = BreakpointKind::None;
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u32 pc = 0; // The instruction responsible.
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u32 address = 0; // Exec: the instruction itself. Memory: the address actually accessed.
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int size = 0; // Memory only, in bytes.
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bool write = false; // Memory only.
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int reg = -1; // Register only: a GPR index.
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// Which breakpoint this was, so a client can match it against cpu.breakpoint.list and friends.
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// For a memcheck that's the watched range, which is exactly what 'address' is not.
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u32 rangeStart = 0;
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u32 rangeEnd = 0;
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u32 numHits = 0;
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bool logged = false; // Had the LOG action.
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bool paused = false; // Had the PAUSE action, so the CPU stopped for it.
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std::string condition; // Empty when unconditional.
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// Memory only: who performed the access - "interpret", "CPU", "HLE", or an allocation tag.
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// Copied rather than kept as a pointer; callers pass buffers that are gone by the time the
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// event gets formatted.
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std::string source;
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};
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// Async, called from gui
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// hit is optional detail for the breakpoint kinds, forwarded to the debugger. Only stored when
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// the break actually takes effect, so a rejected Core_Break() can't leave a stale one behind.
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void Core_Break(BreakReason reason, u32 relatedAddress = 0, const BreakpointHit *hit = nullptr);
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// Resumes execution. Works both when stepping the CPU and the GE.
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void Core_Resume();
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BreakReason Core_BreakReason();
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// This should be called externally.
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// Can fail if another step type was requested this frame.
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// stepSize is always in instructions (4 bytes each), never bytes - see Core_PerformCPUStep in Core.cpp.
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bool Core_RequestCPUStep(CPUStepType stepType);
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bool Core_NextFrame();
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void Core_SwitchToGe(); // Switches from CPU emulation to GE display list execution.
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// Changes every time we enter stepping.
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int Core_GetSteppingCounter();
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struct SteppingReason {
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BreakReason reason;
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u32 relatedAddress = 0;
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// Only filled in when the break came from a breakpoint - kind is None otherwise.
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BreakpointHit hit;
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};
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SteppingReason Core_GetSteppingReason();
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enum class CoreLifecycle {
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STARTING,
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// Note: includes failure cases. Guaranteed call after STARTING.
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START_COMPLETE,
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STOPPING,
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// Guaranteed call after STOPPING.
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STOPPED,
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// Sometimes called for save states. Guaranteed sequence, and never during STARTING or STOPPING.
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MEMORY_REINITING,
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MEMORY_REINITED,
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};
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// RUNNING must be at 0, NEXTFRAME must be at 1.
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enum CoreState {
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// Emulation is running normally.
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CORE_RUNNING_CPU = 0,
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// Emulation was running normally, just reached the end of a frame.
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CORE_NEXTFRAME,
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// Set this when running to bounce out from the dispatcher and just go back in again. Useful for things like cache clears.
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CORE_REENTER_DISPATCH,
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// Emulation is paused, CPU thread is sleeping.
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CORE_STEPPING_CPU, // Can be used for recoverable runtime errors (ignored memory exceptions)
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// Core is not running.
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CORE_POWERDOWN,
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// Unrecoverable runtime error. Recoverable errors should use CORE_STEPPING.
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CORE_RUNTIME_ERROR,
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// Stepping the GPU. When done, will switch over to STEPPING_CPU.
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CORE_STEPPING_GE,
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// Running the GPU. When done, will switch over to RUNNING_CPU.
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CORE_RUNNING_GE,
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};
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const char *CoreStateToString(CoreState state);
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// Callback is called on the Emu thread.
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typedef void (* CoreLifecycleFunc)(CoreLifecycle stage);
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void Core_ListenLifecycle(CoreLifecycleFunc func);
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void Core_NotifyLifecycle(CoreLifecycle stage);
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bool Core_IsStepping();
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bool Core_IsActive();
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bool Core_IsInactive();
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// Warning: these three are only used on Windows - debugger integration.
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void Core_StateProcessed();
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void Core_WaitInactive();
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void Core_SetPowerSaving(bool mode);
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bool Core_GetPowerSaving();
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void Core_RunLoopUntil(u64 globalticks);
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void Core_ReenterDispatcher(); // If you've done things that mess with caches, call this so we can run deferred operations.
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// Runs a function on the CPU thread - the thread that calls Core_RunLoopUntil (and thus, indirectly,
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// NativeFrame). Useful for code running on unrelated threads (like the WebSocket debugger) that needs to
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// safely touch state that's otherwise only ever touched from that thread (breakpoints, stepping, etc.),
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// instead of poking at it directly from wherever the call happens to come from.
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//
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// Safe to call from any thread, including the CPU thread itself (in which case func just runs immediately).
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// Blocks the calling thread until func has actually run, so don't call this from the CPU thread with
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// something that would itself try to wait on the CPU thread - that'll deadlock.
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//
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// Drained at the top of every Core_RunLoopUntil() iteration, so it's reached continuously (in a tight
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// spin) while the CPU is stepping/paused, and at least once per call (i.e. about once per host frame)
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// even while it's fully running.
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void Core_RunOnCPUThread(std::function<void()> func);
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// Held while the core is being torn down (CPU_Shutdown) or its memory map reinitialized. Take it on
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// any thread other than the CPU thread before reading core state - emulated memory, the symbol map,
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// kernel objects - so none of it can be freed mid-read. Recursive, so nesting is fine.
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//
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// It is not a lock on memory *access*: it doesn't stop the CPU thread mutating anything, only stop
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// it going away. If you also need a stable snapshot, take g_frameMutex first - see the ordering
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// rule in AGENTS.md.
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class CoreShutdownLock {
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public:
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CoreShutdownLock();
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~CoreShutdownLock();
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};
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CoreShutdownLock Core_LockAgainstShutdown();
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// Drains the queue Core_RunOnCPUThread() feeds. Normally called from the top of every
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// Core_RunLoopUntil() iteration, but that function is only reached while a game is actually
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// loaded/running (via EmuScreen) - so NativeFrame() (UI/NativeApp.cpp) also calls this directly,
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// just before it calls into the screen manager's render(), so queued work doesn't hang forever
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// waiting for a CPU loop that isn't running (e.g. from the main menu with no game loaded).
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// Called from the CPU thread only - which is whatever thread NativeFrame() itself runs on.
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void Core_ProcessCPUQueue();
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// While the CPU is stopped with nothing pending, the CPU thread blocks briefly rather than
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// spinning (see Core_IdleWaitWhileStepping() in Core.cpp). Call this after making state changes
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// that give it something to do, so it notices immediately instead of at the next timeout. Already
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// called by Core_RunOnCPUThread(), Core_RequestCPUStep() and Core_Resume(); free-threaded.
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void Core_WakeIdleCPUThread();
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// Guards CPU-thread-owned debugger state (breakpoints, symbol map, registers, memory, etc.)
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// against concurrent unsynchronized reads from other threads' paint handlers.
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//
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// Held by NativeFrame() for the span where it actually touches that state: running the CPU
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// (Core_RunLoopUntil(), including draining Core_RunOnCPUThread()'s queue), processing breakpoints,
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// and running the ImGui debugger. Not held for the rest of NativeFrame (input handling, present/
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// vsync waits, frame pacing, etc).
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//
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// A paint handler on another thread (e.g. a legacy Win32 debugger window) that wants to read that
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// state directly - without the overhead/latency of routing through Core_RunOnCPUThread(), which
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// would be too heavy for something called on every WM_PAINT - should hold this lock for the
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// duration of the read instead. Since WM_PAINT only fires reactively rather than every frame, and
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// NativeFrame's locked span is normally just a couple of milliseconds, this should rarely block
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// for long.
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extern std::mutex g_frameMutex;
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extern volatile CoreState coreState;
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extern volatile bool coreStatePending;
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void Core_UpdateState(CoreState newState);
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enum class MemoryExceptionType {
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NONE,
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UNKNOWN,
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READ_WORD,
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WRITE_WORD,
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HLE_READ,
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HLE_WRITE,
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READ_BLOCK,
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WRITE_BLOCK,
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ALIGNMENT,
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};
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enum class ExecExceptionType {
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JUMP,
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THREAD,
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PERM, // trying to execute kernel space instructions in user space
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ILLEGAL,
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};
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void Core_MemoryException(u32 address, u32 accessSize, u32 pc, MemoryExceptionType type, std::string_view additionalInfo = "");
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void Core_ExecException(u32 address, u32 pc, ExecExceptionType type);
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void Core_BreakException(u32 pc);
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// Call when loading save states, etc.
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void Core_ResetException();
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// Used by headless/pspautotest to collect data for the diffs. Crash reports are also sent here.
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// Log level is only used if the listener is not registered.
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enum class LogLevel : int;
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enum GEBufferFormat : uint8_t;
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struct DebugScreenshotDesc {
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const uint8_t *data;
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u32 stride;
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u32 height;
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GEBufferFormat format;
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};
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void Core_SendDebugOutput(LogLevel level, std::string_view string);
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void Core_SendDebugScreenshot(const DebugScreenshotDesc &desc);
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void Core_RegisterDebugOutputListeners(std::function<void(std::string_view)> listener, std::function<void(const DebugScreenshotDesc &)> screenshotListener);
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class MIPSState;
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// Shortcut, just calls Core_MemoryException with automatically determined parameters (function name, etc).
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void Core_MemoryExceptionHLE(MIPSState *mips, u32 address, u32 accessSize, MemoryExceptionType type);
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enum class MIPSExceptionType {
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NONE,
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MEMORY,
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BREAK,
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BAD_EXEC_ADDR,
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};
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struct MIPSExceptionInfo {
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MIPSExceptionType type;
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std::string info;
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std::string stackTrace; // if available.
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// Memory exception info
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MemoryExceptionType memory_type;
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uint32_t pc;
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uint32_t address;
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uint32_t accessSize;
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uint32_t ra = 0;
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// Reuses pc and address from memory type, where address is the failed destination.
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ExecExceptionType exec_type;
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};
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const MIPSExceptionInfo &Core_GetExceptionInfo();
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const char *ExceptionTypeAsString(MIPSExceptionType type);
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const char *MemoryExceptionTypeAsString(MemoryExceptionType type);
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const char *ExecExceptionTypeAsString(ExecExceptionType type);
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