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- Which list slot and id the next sceGeListEnQueue gets wasn't saved, so after a load it depended on the session before it, and replays and rewinds diverged. Older states start it at 0, and also get the default EDRAM translation and visible matrices they don't carry, rather than the previous session's. - A frame dump recording during a load replayed the loaded state's commands on the registers from before it. It now starts over from the loaded state. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
// Copyright (c) 2017- 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 <functional>
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#include <atomic>
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#include <mutex>
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#include <vector>
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#include <set>
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#include "Common/CommonTypes.h"
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#include "GPU/Debugger/RecordFormat.h"
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class Path;
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namespace GPURecord {
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constexpr uint32_t DIRTY_VRAM_SHIFT = 8;
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constexpr uint32_t DIRTY_VRAM_ROUND = (1 << DIRTY_VRAM_SHIFT) - 1;
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constexpr uint32_t DIRTY_VRAM_SIZE = (2 * 1024 * 1024) >> DIRTY_VRAM_SHIFT;
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constexpr uint32_t DIRTY_VRAM_MASK = (2 * 1024 * 1024 - 1) >> DIRTY_VRAM_SHIFT;
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enum class DirtyVRAMFlag : uint8_t {
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CLEAN = 0,
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UNKNOWN = 1,
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DIRTY = 2,
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DRAWN = 3,
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};
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class Recorder {
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public:
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bool IsActive() const {
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return active;
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}
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bool IsActivePending() const {
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return nextFrame || active;
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}
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bool RecordNextFrame(const std::function<void(const Path &)> callback);
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// A savestate load replaced everything a recording in progress started from. It starts over
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// from the loaded state, at the next frame.
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void RestartAfterLoad();
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void ClearCallback() {
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std::lock_guard<std::mutex> guard(callbackLock_);
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writeCallback = nullptr;
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}
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void NotifyCommand(u32 pc);
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void NotifyMemcpy(u32 dest, u32 src, u32 sz);
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void NotifyMemset(u32 dest, int v, u32 sz);
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void NotifyUpload(u32 dest, u32 sz);
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void NotifyDisplay(u32 addr, int stride, int fmt);
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void NotifyBeginFrame();
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void NotifyCPU();
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private:
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void FlushRegisters();
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void DirtyAllVRAM(DirtyVRAMFlag flag);
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void DirtyVRAM(u32 start, u32 sz, DirtyVRAMFlag flag);
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void DirtyDrawnVRAM();
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bool BeginRecording();
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Path WriteRecording();
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bool HasDrawCommands() const;
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void CheckEdramTrans();
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void FinishRecording();
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Command EmitCommandWithRAM(CommandType t, const void *p, u32 sz, u32 align);
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void UpdateLastVRAM(u32 addr, u32 bytes);
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void ClearLastVRAM(u32 addr, u8 c, u32 bytes);
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int CompareLastVRAM(u32 addr, u32 bytes) const;
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u32 GetTargetFlags(u32 addr, u32 sizeInRAM);
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void ReadbackUndrawnVRAM(u32 addr, u32 bytes);
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void NoteTargetWrite(u32 addr, u32 bytes);
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bool DisplayDrawnEarly(u32 addr, u32 bytes) const;
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void PushDisplay(u32 framebuf, int stride, int fmt);
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void FlushPrimState(int vcount);
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void EmitTextureData(int level, u32 texaddr);
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void EmitTransfer(u32 op);
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void EmitClut(u32 op);
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void EmitPrim(u32 op);
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void EmitBezierSpline(u32 op);
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bool active = false;
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std::atomic<bool> nextFrame = false;
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int flipLastAction = -1;
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int flipFinishAt = -1;
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uint32_t lastEdramTrans = 0x400;
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std::function<void(const Path &)> writeCallback;
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// RecordNextFrame is called from other threads. Guards writeCallback, nextFrame and the writes to active.
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std::mutex callbackLock_;
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std::vector<u8> pushbuf;
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std::vector<Command> commands;
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std::vector<u32> lastRegisters;
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std::vector<u32> lastTextures;
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std::set<u32> lastRenderTargets;
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std::set<u32> readbackAddrs;
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// The VRAM each draw or transfer wrote (offsets in VRAM), and when, to see whether the display buffer only got
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// an early copy (see NotifyDisplay).
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struct TargetWrite {
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u32 start;
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u32 end;
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int last;
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};
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std::vector<TargetWrite> targetWrites_;
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int writeCount_ = 0;
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// Recording one more frame, whose start copies the recorded one to the display.
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bool waitForDisplayCopy_ = false;
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std::vector<u8> lastVRAM;
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DirtyVRAMFlag dirtyVRAM[DIRTY_VRAM_SIZE];
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};
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} // namespace GPURecord
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