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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.
58 lines
2.3 KiB
C++
58 lines
2.3 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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namespace http {
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class ServerRequest;
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}
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namespace net {
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class CancelToken;
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}
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// Runs one debugger connection on the calling thread until the client leaves or stop is set.
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void HandleDebuggerRequest(const http::ServerRequest &request, const net::CancelToken *stop);
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struct BreakpointHit;
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#ifdef __LIBRETRO__
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// The WebSocket debugger isn't built for libretro (no HTTP server there - see WebServer.h), so
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// these calls from Core.cpp/Debugger/Breakpoints.cpp resolve to harmless no-ops instead.
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inline void WebSocketDebuggerTick() {}
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inline bool WebSocketDebuggerHasClients() { return false; }
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inline void WebSocketNotifyBreakpointHit(const BreakpointHit &hit) {}
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#else
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// Notices emulator state changes (cpu.stepping, game.start, ...) and pushes the resulting events to
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// connected debuggers, so their own threads never have to read that state themselves. CPU thread
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// only; cheap, and safe to call with no debugger connected (it still has to track transitions).
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void WebSocketDebuggerTick();
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// Whether it's worth building a BreakpointHit at all. False whenever no debugger is connected,
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// which is the overwhelmingly common case and the one that must stay free - a log-only breakpoint
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// in a hot loop runs this per hit.
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bool WebSocketDebuggerHasClients();
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// Reports a breakpoint hit to every connected debugger as "cpu.breakpoint.hit", whether or not it
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// stopped the CPU. That's what makes log-only breakpoints usable for automation: previously their
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// only trace was a log line. CPU thread only.
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void WebSocketNotifyBreakpointHit(const BreakpointHit &hit);
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#endif
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