// Copyright (c) 2012- 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/. #include "ppsspp_config.h" #include #include #include #include #include "Common/System/NativeApp.h" #include "Common/System/System.h" #include "Common/System/Display.h" #include "Common/TimeUtil.h" #include "Common/Thread/ThreadUtil.h" #include "Common/Profiler/Profiler.h" #include "Common/GraphicsContext.h" #include "Common/Log.h" #include "Core/Core.h" #include "Core/Config.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/SaveState.h" #include "Core/System.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MIPS/MIPS.h" #include "GPU/Debugger/Stepping.h" #ifdef _WIN32 #include "Common/CommonWindows.h" #include "Windows/InputDevice.h" #endif // Time until we stop considering the core active without user input. // Should this be configurable? 2 hours currently. static const double ACTIVITY_IDLE_TIMEOUT = 2.0 * 3600.0; static std::condition_variable m_StepCond; static std::mutex m_hStepMutex; static std::condition_variable m_InactiveCond; static std::mutex m_hInactiveMutex; static bool singleStepPending = false; static int steppingCounter = 0; static std::set lifecycleFuncs; static std::set stopFuncs; static bool windowHidden = false; static double lastActivity = 0.0; static double lastKeepAwake = 0.0; static GraphicsContext *graphicsContext; static bool powerSaving = false; static ExceptionInfo g_exceptionInfo; void Core_SetGraphicsContext(GraphicsContext *ctx) { graphicsContext = ctx; PSP_CoreParameter().graphicsContext = graphicsContext; } void Core_NotifyWindowHidden(bool hidden) { windowHidden = hidden; // TODO: Wait until we can react? } void Core_NotifyActivity() { lastActivity = time_now_d(); } void Core_ListenLifecycle(CoreLifecycleFunc func) { lifecycleFuncs.insert(func); } void Core_NotifyLifecycle(CoreLifecycle stage) { for (auto func : lifecycleFuncs) { func(stage); } } void Core_ListenStopRequest(CoreStopRequestFunc func) { stopFuncs.insert(func); } void Core_Stop() { g_exceptionInfo.type = ExceptionType::NONE; Core_UpdateState(CORE_POWERDOWN); for (auto func : stopFuncs) { func(); } } bool Core_IsStepping() { return coreState == CORE_STEPPING || coreState == CORE_POWERDOWN; } bool Core_IsActive() { return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending; } bool Core_IsInactive() { return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending; } static inline void Core_StateProcessed() { if (coreStatePending) { std::lock_guard guard(m_hInactiveMutex); coreStatePending = false; m_InactiveCond.notify_all(); } } void Core_WaitInactive() { while (Core_IsActive()) { std::unique_lock guard(m_hInactiveMutex); m_InactiveCond.wait(guard); } } void Core_WaitInactive(int milliseconds) { if (Core_IsActive()) { std::unique_lock guard(m_hInactiveMutex); m_InactiveCond.wait_for(guard, std::chrono::milliseconds(milliseconds)); } } void Core_SetPowerSaving(bool mode) { powerSaving = mode; } bool Core_GetPowerSaving() { return powerSaving; } static bool IsWindowSmall(int pixelWidth, int pixelHeight) { // Can't take this from config as it will not be set if windows is maximized. int w = (int)(pixelWidth * g_dpi_scale_x); int h = (int)(pixelHeight * g_dpi_scale_y); return g_Config.IsPortrait() ? (h < 480 + 80) : (w < 480 + 80); } // TODO: Feels like this belongs elsewhere. bool UpdateScreenScale(int width, int height) { bool smallWindow; #if defined(USING_QT_UI) g_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_DPI); float g_logical_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_LOGICAL_DPI); g_dpi_scale_x = g_logical_dpi / g_dpi; g_dpi_scale_y = g_logical_dpi / g_dpi; #elif PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP) g_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_DPI); g_dpi_scale_x = 96.0f / g_dpi; g_dpi_scale_y = 96.0f / g_dpi; #else g_dpi = 96.0f; g_dpi_scale_x = 1.0f; g_dpi_scale_y = 1.0f; #endif g_dpi_scale_real_x = g_dpi_scale_x; g_dpi_scale_real_y = g_dpi_scale_y; smallWindow = IsWindowSmall(width, height); if (smallWindow) { g_dpi /= 2.0f; g_dpi_scale_x *= 2.0f; g_dpi_scale_y *= 2.0f; } pixel_in_dps_x = 1.0f / g_dpi_scale_x; pixel_in_dps_y = 1.0f / g_dpi_scale_y; int new_dp_xres = width * g_dpi_scale_x; int new_dp_yres = height * g_dpi_scale_y; bool dp_changed = new_dp_xres != dp_xres || new_dp_yres != dp_yres; bool px_changed = pixel_xres != width || pixel_yres != height; if (dp_changed || px_changed) { dp_xres = new_dp_xres; dp_yres = new_dp_yres; pixel_xres = width; pixel_yres = height; INFO_LOG(G3D, "pixel_res: %dx%d. Calling NativeResized()", pixel_xres, pixel_yres); NativeResized(); return true; } return false; } // Note: not used on Android. void UpdateRunLoop() { if (windowHidden && g_Config.bPauseWhenMinimized) { sleep_ms(16); return; } NativeUpdate(); NativeRender(graphicsContext); } void KeepScreenAwake() { #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED); #endif } void Core_RunLoop(GraphicsContext *ctx) { graphicsContext = ctx; while ((GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT) { // In case it was pending, we're not in game anymore. We won't get to Core_Run(). Core_StateProcessed(); double startTime = time_now_d(); UpdateRunLoop(); // Simple throttling to not burn the GPU in the menu. double diffTime = time_now_d() - startTime; int sleepTime = (int)(1000.0 / 60.0) - (int)(diffTime * 1000.0); if (sleepTime > 0) sleep_ms(sleepTime); if (!windowHidden) { ctx->SwapBuffers(); } } while ((coreState == CORE_RUNNING || coreState == CORE_STEPPING) && GetUIState() == UISTATE_INGAME) { UpdateRunLoop(); if (!windowHidden && !Core_IsStepping()) { ctx->SwapBuffers(); // Keep the system awake for longer than normal for cutscenes and the like. const double now = time_now_d(); if (now < lastActivity + ACTIVITY_IDLE_TIMEOUT) { // Only resetting it ever prime number seconds in case the call is expensive. // Using a prime number to ensure there's no interaction with other periodic events. if (now - lastKeepAwake > 89.0 || now < lastKeepAwake) { KeepScreenAwake(); lastKeepAwake = now; } } } } } void Core_DoSingleStep() { std::lock_guard guard(m_hStepMutex); singleStepPending = true; m_StepCond.notify_all(); } void Core_UpdateSingleStep() { std::lock_guard guard(m_hStepMutex); m_StepCond.notify_all(); } void Core_SingleStep() { g_exceptionInfo.type = ExceptionType::NONE; currentMIPS->SingleStep(); if (coreState == CORE_STEPPING) steppingCounter++; } static inline bool Core_WaitStepping() { std::unique_lock guard(m_hStepMutex); // We only wait 16ms so that we can still draw UI or react to events. if (!singleStepPending && coreState == CORE_STEPPING) m_StepCond.wait_for(guard, std::chrono::milliseconds(16)); bool result = singleStepPending; singleStepPending = false; return result; } void Core_ProcessStepping() { Core_StateProcessed(); // Check if there's any pending save state actions. SaveState::Process(); if (coreState != CORE_STEPPING) { return; } // Or any GPU actions. GPUStepping::SingleStep(); // We're not inside jit now, so it's safe to clear the breakpoints. static int lastSteppingCounter = -1; if (lastSteppingCounter != steppingCounter) { CBreakPoints::ClearTemporaryBreakPoints(); host->UpdateDisassembly(); host->UpdateMemView(); lastSteppingCounter = steppingCounter; } // Need to check inside the lock to avoid races. bool doStep = Core_WaitStepping(); // We may still be stepping without singleStepPending to process a save state. if (doStep && coreState == CORE_STEPPING) { Core_SingleStep(); // Update disasm dialog. host->UpdateDisassembly(); host->UpdateMemView(); } } // Many platforms, like Android, do not call this function but handle things on their own. // Instead they simply call NativeRender and NativeUpdate directly. void Core_Run(GraphicsContext *ctx) { host->UpdateDisassembly(); while (true) { if (GetUIState() != UISTATE_INGAME) { Core_StateProcessed(); if (GetUIState() == UISTATE_EXIT) { UpdateRunLoop(); return; } Core_RunLoop(ctx); continue; } switch (coreState) { case CORE_RUNNING: case CORE_STEPPING: // enter a fast runloop Core_RunLoop(ctx); if (coreState == CORE_POWERDOWN) { Core_StateProcessed(); return; } break; case CORE_POWERUP: case CORE_POWERDOWN: case CORE_BOOT_ERROR: case CORE_RUNTIME_ERROR: // Exit loop!! Core_StateProcessed(); return; case CORE_NEXTFRAME: return; } } } void Core_EnableStepping(bool step) { if (step) { host->SetDebugMode(true); Core_UpdateState(CORE_STEPPING); steppingCounter++; } else { host->SetDebugMode(false); // Clear the exception if we resume. g_exceptionInfo.type = ExceptionType::NONE; coreState = CORE_RUNNING; coreStatePending = false; m_StepCond.notify_all(); } } bool Core_NextFrame() { if (coreState == CORE_RUNNING) { coreState = CORE_NEXTFRAME; return true; } else { return false; } } int Core_GetSteppingCounter() { return steppingCounter; } const char *ExceptionTypeAsString(ExceptionType type) { switch (type) { case ExceptionType::MEMORY: return "Invalid Memory Access"; case ExceptionType::BREAK: return "Break"; case ExceptionType::BAD_EXEC_ADDR: return "Bad Execution Address"; default: return "N/A"; } } const char *MemoryExceptionTypeAsString(MemoryExceptionType type) { switch (type) { case MemoryExceptionType::UNKNOWN: return "Unknown"; case MemoryExceptionType::READ_WORD: return "Read Word"; case MemoryExceptionType::WRITE_WORD: return "Write Word"; case MemoryExceptionType::READ_BLOCK: return "Read Block"; case MemoryExceptionType::WRITE_BLOCK: return "Read/Write Block"; default: return "N/A"; } } const char *ExecExceptionTypeAsString(ExecExceptionType type) { switch (type) { case ExecExceptionType::JUMP: return "CPU Jump"; case ExecExceptionType::THREAD: return "Thread switch"; default: return "N/A"; } } void Core_MemoryException(u32 address, u32 pc, MemoryExceptionType type) { const char *desc = MemoryExceptionTypeAsString(type); // In jit, we only flush PC when bIgnoreBadMemAccess is off. if (g_Config.iCpuCore == (int)CPUCore::JIT && g_Config.bIgnoreBadMemAccess) { WARN_LOG(MEMMAP, "%s: Invalid address %08x", desc, address); } else { WARN_LOG(MEMMAP, "%s: Invalid address %08x PC %08x LR %08x", desc, address, currentMIPS->pc, currentMIPS->r[MIPS_REG_RA]); } if (!g_Config.bIgnoreBadMemAccess) { ExceptionInfo &e = g_exceptionInfo; e = {}; e.type = ExceptionType::MEMORY; e.info = ""; e.memory_type = type; e.address = address; e.pc = pc; Core_EnableStepping(true); host->SetDebugMode(true); } } void Core_MemoryExceptionInfo(u32 address, u32 pc, MemoryExceptionType type, std::string additionalInfo) { const char *desc = MemoryExceptionTypeAsString(type); // In jit, we only flush PC when bIgnoreBadMemAccess is off. if (g_Config.iCpuCore == (int)CPUCore::JIT && g_Config.bIgnoreBadMemAccess) { WARN_LOG(MEMMAP, "%s: Invalid address %08x. %s", desc, address, additionalInfo.c_str()); } else { WARN_LOG(MEMMAP, "%s: Invalid address %08x PC %08x LR %08x %s", desc, address, currentMIPS->pc, currentMIPS->r[MIPS_REG_RA], additionalInfo.c_str()); } if (!g_Config.bIgnoreBadMemAccess) { ExceptionInfo &e = g_exceptionInfo; e = {}; e.type = ExceptionType::MEMORY; e.info = additionalInfo; e.memory_type = type; e.address = address; e.pc = pc; Core_EnableStepping(true); host->SetDebugMode(true); } } void Core_ExecException(u32 address, u32 pc, ExecExceptionType type) { const char *desc = ExecExceptionTypeAsString(type); WARN_LOG(MEMMAP, "%s: Invalid destination %08x PC %08x LR %08x", desc, address, currentMIPS->pc, currentMIPS->r[MIPS_REG_RA]); if (!g_Config.bIgnoreBadMemAccess) { ExceptionInfo &e = g_exceptionInfo; e = {}; e.type = ExceptionType::BAD_EXEC_ADDR; e.info = ""; e.exec_type = type; e.address = address; e.pc = pc; Core_EnableStepping(true); host->SetDebugMode(true); } } void Core_Break() { ERROR_LOG(CPU, "BREAK!"); ExceptionInfo &e = g_exceptionInfo; e = {}; e.type = ExceptionType::BREAK; e.info = ""; if (!g_Config.bIgnoreBadMemAccess) { Core_EnableStepping(true); host->SetDebugMode(true); } } const ExceptionInfo &Core_GetExceptionInfo() { return g_exceptionInfo; }