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https://github.com/hrydgard/ppsspp.git
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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.
115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
// Copyright (c) 2013- 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 <string>
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#include <set>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/Math/expression_parser.h"
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#include "GPU/Common/GPUDebugInterface.h"
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struct GECmdInfo;
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class GPUBreakpoints {
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public:
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GPUBreakpoints();
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bool IsBreakpoint(u32 pc, u32 op);
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bool IsAddressBreakpoint(u32 addr, bool &temp);
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bool IsAddressBreakpoint(u32 addr);
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bool IsCmdBreakpoint(u8 cmd, bool &temp) const;
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bool IsCmdBreakpoint(u8 cmd) const;
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bool IsOpBreakpoint(u32 op, bool &temp) const;
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bool IsOpBreakpoint(u32 op) const;
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bool IsTextureBreakpoint(u32 addr, bool &temp);
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bool IsTextureBreakpoint(u32 addr);
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bool IsRenderTargetBreakpoint(u32 addr, bool &temp);
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bool IsRenderTargetBreakpoint(u32 addr);
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void AddAddressBreakpoint(u32 addr, bool temp = false);
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void AddCmdBreakpoint(u8 cmd, bool temp = false);
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void AddTextureBreakpoint(u32 addr, bool temp = false);
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void AddTextureChangeTempBreakpoint();
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void AddRenderTargetBreakpoint(u32 addr, bool temp = false);
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// Quick way to trigger GE debugger statically.
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void AddAnyTempBreakpoint();
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void RemoveAddressBreakpoint(u32 addr);
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void RemoveCmdBreakpoint(u8 cmd);
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void RemoveTextureBreakpoint(u32 addr);
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void RemoveTextureChangeTempBreakpoint();
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void RemoveRenderTargetBreakpoint(u32 addr);
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bool SetAddressBreakpointCond(u32 addr, const std::string &expression, std::string *error);
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bool GetAddressBreakpointCond(u32 addr, std::string *expression);
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bool SetCmdBreakpointCond(u8 cmd, const std::string &expression, std::string *error);
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bool GetCmdBreakpointCond(u8 cmd, std::string *expression);
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void UpdateLastTexture(u32 addr);
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void ClearAllBreakpoints();
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void ClearTempBreakpoints();
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bool HasBreakpoints() const {
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return hasBreakpoints_;
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}
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struct BreakpointInfo {
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bool isConditional = false;
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PostfixExpression expression;
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std::string expressionString;
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};
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bool ToggleCmdBreakpoint(const GECmdInfo &info);
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private:
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void AddNonTextureTempBreakpoints();
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void CheckForTextureChange(u32 op, u32 addr);
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bool HasAnyBreakpoints() const;
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bool IsTextureCmdBreakpoint(u32 op);
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bool IsRenderTargetCmdBreakpoint(u32 op);
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bool HitAddressBreakpoint(u32 pc, u32 op);
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bool HitOpBreakpoint(u32 op);
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// All of this is the emu thread's: the GE checks it per command, and the only writers are the GE
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// debugger hooks in GPUCommon.
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bool breakCmds[256]{};
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BreakpointInfo breakCmdsInfo[256]{};
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std::unordered_map<u32, BreakpointInfo> breakPCs;
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std::set<u32> breakTextures;
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std::set<u32> breakRenderTargets;
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// Small optimization to avoid a lookup for the common case.
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size_t breakPCsCount = 0;
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size_t breakTexturesCount = 0;
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size_t breakRenderTargetsCount = 0;
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// If these are set, the above are also, but they should be temporary.
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bool breakCmdsTemp[256];
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std::set<u32> breakPCsTemp;
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std::set<u32> breakTexturesTemp;
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std::set<u32> breakRenderTargetsTemp;
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bool textureChangeTemp = false;
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u32 lastTexture = 0xFFFFFFFF;
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std::vector<bool> nonTextureCmds;
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bool hasBreakpoints_ = false; // cached value of HasAnyBreakpoints().
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};
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