Files
ppsspp/GPU/Debugger/Record.h
T
libretroadmin f1208a7a5a Make threading lock-free
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.
2026-10-09 04:56:16 +02:00

109 lines
3.0 KiB
C++

// Copyright (c) 2017- 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 <functional>
#include <vector>
#include <set>
#include "Common/CommonTypes.h"
#include "GPU/Debugger/RecordFormat.h"
class Path;
namespace GPURecord {
constexpr uint32_t DIRTY_VRAM_SHIFT = 8;
constexpr uint32_t DIRTY_VRAM_ROUND = (1 << DIRTY_VRAM_SHIFT) - 1;
constexpr uint32_t DIRTY_VRAM_SIZE = (2 * 1024 * 1024) >> DIRTY_VRAM_SHIFT;
constexpr uint32_t DIRTY_VRAM_MASK = (2 * 1024 * 1024 - 1) >> DIRTY_VRAM_SHIFT;
enum class DirtyVRAMFlag : uint8_t {
CLEAN = 0,
UNKNOWN = 1,
DIRTY = 2,
DRAWN = 3,
};
class Recorder {
public:
bool IsActive() const {
return active;
}
bool IsActivePending() const {
return nextFrame || active;
}
bool RecordNextFrame(const std::function<void(const Path &)> callback);
void ClearCallback() {
writeCallback = nullptr;
}
void NotifyCommand(u32 pc);
void NotifyMemcpy(u32 dest, u32 src, u32 sz);
void NotifyMemset(u32 dest, int v, u32 sz);
void NotifyUpload(u32 dest, u32 sz);
void NotifyDisplay(u32 addr, int stride, int fmt);
void NotifyBeginFrame();
void NotifyCPU();
private:
void FlushRegisters();
void DirtyAllVRAM(DirtyVRAMFlag flag);
void DirtyVRAM(u32 start, u32 sz, DirtyVRAMFlag flag);
void DirtyDrawnVRAM();
bool BeginRecording();
Path WriteRecording();
bool HasDrawCommands() const;
void CheckEdramTrans();
void FinishRecording();
Command EmitCommandWithRAM(CommandType t, const void *p, u32 sz, u32 align);
void UpdateLastVRAM(u32 addr, u32 bytes);
void ClearLastVRAM(u32 addr, u8 c, u32 bytes);
int CompareLastVRAM(u32 addr, u32 bytes) const;
u32 GetTargetFlags(u32 addr, u32 sizeInRAM);
void FlushPrimState(int vcount);
void EmitTextureData(int level, u32 texaddr);
void EmitTransfer(u32 op);
void EmitClut(u32 op);
void EmitPrim(u32 op);
void EmitBezierSpline(u32 op);
bool active = false;
bool nextFrame = false;
int flipLastAction = -1;
int flipFinishAt = -1;
uint32_t lastEdramTrans = 0x400;
std::function<void(const Path &)> writeCallback;
// All of the recorder is the emu thread's: debugger requests reach it through Core_RunOnCPUThread().
std::vector<u8> pushbuf;
std::vector<Command> commands;
std::vector<u32> lastRegisters;
std::vector<u32> lastTextures;
std::set<u32> lastRenderTargets;
std::vector<u8> lastVRAM;
DirtyVRAMFlag dirtyVRAM[DIRTY_VRAM_SIZE];
};
} // namespace GPURecord