Files
ppsspp/GPU/Debugger/Stepping.h
T
libretroadmin 9f13f0f051 Remove sleeps and timed polling from the emulation and render paths
The core no longer sleeps to pace itself: the frontend runs retro_run at
its own rate, so the frame throttle, the idle-vblank delay and the real
clock sync event (and its core option) are gone, and a stepping CPU hands
straight back instead of waiting 2 ms. Waits that polled now park on a
lock-free eventcount through Common/Thread/ParkingLot and are woken by
whoever changes the state: a paused GL emu thread, which also queues a
marker behind its last frame so pausing runs the render queue up to it
instead of polling; async I/O results; the software renderer when its
queue is full; Vulkan pipeline compiles; and debugger requests once
stepping ends. Boot joins the loader thread, cache shutdown joins its
read-ahead thread, and the slow-I/O simulation is removed.

The path browser, the HTTP and WebSocket servers, the Windows console and
the game info cache are left out of the core build. libretro/test gains
lrgltest, which drives the GL backend on a surfaceless EGL context through
every path that pauses or stops the emu thread; run.sh and the image
checks CI job run it on llvmpipe.
2026-10-08 17:58:42 +02:00

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// Copyright (c) 2013- 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 "Common/CommonTypes.h"
#include "Core/Core.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
namespace GPUStepping {
// Should be called from the emu thread.
// Begins stepping and increments the stepping counter while inside a lock.
bool EnterStepping(CoreState coreState);
bool IsStepping();
void ResumeFromStepping();
// Clears all stepping state, for game shutdown.
void Reset();
// Called from the emu thread each run loop pass: wakes debugger requests
// that can no longer run because stepping ended.
void WakeStaleRequests();
int GetSteppingCounter();
// Called from the emu thread.
bool ProcessStepping();
// NOTE: These are only usable from non-EmuThread threads.
bool GPU_GetOutputFramebuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentFramebuffer(const GPUDebugBuffer *&buffer, GPUDebugFramebufferType type);
bool GPU_GetCurrentDepthbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentStencilbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentTexture(const GPUDebugBuffer *&buffer, int level, bool *isFramebuffer);
bool GPU_GetCurrentClut(const GPUDebugBuffer *&buffer);
bool GPU_SetCmdValue(u32 op);
bool GPU_FlushDrawing();
// Can be used to highlight differences in a debugger.
const GEState &LastState();
};