mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-17 00:10:31 +02:00
The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
// Copyright (c) 2018- 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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#include "Common/Data/Encoding/Base64.h"
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#include "Common/File/FileUtil.h"
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#include "Common/Thread/MpscQueue.h"
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#include "Core/Core.h"
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#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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#include "Core/System.h"
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#include "GPU/Debugger/Record.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUCommon.h"
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struct WebSocketGPURecordState : public DebuggerSubscriber {
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~WebSocketGPURecordState();
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void Dump(DebuggerRequest &req);
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void Broadcast(net::WebSocketServer *ws) override;
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protected:
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// The connection thread's: whether the CPU thread may still call our callback.
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bool pending_ = false;
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std::string lastTicket_;
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// Filled on the CPU thread when the recording is written.
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MpscQueue<Path> finished_;
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};
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DebuggerSubscriber *WebSocketGPURecordInit(DebuggerEventHandlerMap &map) {
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auto p = new WebSocketGPURecordState();
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map["gpu.record.dump"] = [p](DebuggerRequest &req) { p->Dump(req); };
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return p;
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}
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WebSocketGPURecordState::~WebSocketGPURecordState() {
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// Clear the callback to hopefully avoid a crash. On the CPU thread, since gpu itself is
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// destroyed over there - see Core_RunOnCPUThread() in Core.h.
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if (pending_) {
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Core_RunOnCPUThread([&] {
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if (gpu)
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gpu->GetRecorder()->ClearCallback();
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});
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}
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}
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// Begin recording (gpu.record.dump)
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//
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// No parameters.
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//
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// Response (same event name):
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// - uri: data: URI containing debug dump data.
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//
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// Note: recording may take a moment.
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void WebSocketGPURecordState::Dump(DebuggerRequest &req) {
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// gpu is created and destroyed on the CPU thread, so ask it for a recording over there rather
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// than dereferencing it from this WebSocket handler thread.
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bool started = false;
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bool haveGPU = false;
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Core_RunOnCPUThread([&] {
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haveGPU = PSP_GetBootState() == BootState::Complete && gpu != nullptr;
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if (!haveGPU)
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return;
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started = gpu->GetRecorder()->RecordNextFrame([this](const Path &filename) {
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finished_.Push(filename);
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mailbox->Wake();
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});
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});
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if (!haveGPU) {
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return req.Fail("CPU not started");
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}
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if (!started) {
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return req.Fail("Recording already in progress");
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}
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pending_ = true;
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const JsonNode *value = req.data.get("ticket");
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lastTicket_ = value ? json_stringify(value) : "";
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}
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// This handles the asynchronous gpu.record.dump response.
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void WebSocketGPURecordState::Broadcast(net::WebSocketServer *ws) {
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Path lastFilename;
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finished_.Drain([&](Path &&filename) {
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lastFilename = std::move(filename);
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});
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if (!lastFilename.empty()) {
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pending_ = false;
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FILE *fp = File::OpenCFile(lastFilename, "rb");
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if (!fp) {
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return;
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}
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// We write directly to the stream since this is a large chunk of data.
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ws->AddFragment(false, R"({"event":"gpu.record.dump")");
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if (!lastTicket_.empty()) {
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ws->AddFragment(false, R"(,"ticket":)");
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ws->AddFragment(false, lastTicket_);
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}
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ws->AddFragment(false, R"(,"uri":"data:application/octet-stream;base64,)");
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// Divisible by 3 for base64 reasons.
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const size_t BUF_SIZE = 16383;
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std::vector<uint8_t> buf;
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buf.resize(BUF_SIZE);
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while (!feof(fp)) {
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size_t bytes = fread(&buf[0], 1, BUF_SIZE, fp);
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ws->AddFragment(false, Base64Encode(&buf[0], bytes));
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}
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fclose(fp);
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ws->AddFragment(true, R"("})");
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lastTicket_.clear();
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}
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}
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