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