Files
ppsspp/Core/Core.h
Henrik RydgårdandClaude Opus 5 6175fab373 Try to not spin so hard in the debugger when stepping
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
2026-08-29 00:07:27 +02:00

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