mirror of
https://github.com/hrydgard/ppsspp.git
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e01ca5b057
* Rename LogType to Log * Explicitly use the Log:: enum when logging. Allows for autocomplete when editing. * Mac/ARM64 buildfix * Do the same with the hle result log macros * Rename the log names to mixed case while at it. * iOS buildfix * Qt buildfix attempt, ARM32 buildfix
286 lines
6.8 KiB
C++
286 lines
6.8 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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#include <mutex>
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#include <condition_variable>
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#include "Common/Log.h"
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#include "Core/Core.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GPUState.h"
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namespace GPUStepping {
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enum PauseAction {
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PAUSE_CONTINUE,
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PAUSE_BREAK,
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PAUSE_GETOUTPUTBUF,
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PAUSE_GETFRAMEBUF,
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PAUSE_GETDEPTHBUF,
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PAUSE_GETSTENCILBUF,
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PAUSE_GETTEX,
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PAUSE_GETCLUT,
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PAUSE_SETCMDVALUE,
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PAUSE_FLUSHDRAW,
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};
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static bool isStepping;
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// Number of times we've entered stepping, to detect a resume asynchronously.
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static int stepCounter = 0;
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static std::mutex pauseLock;
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static std::condition_variable pauseWait;
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static PauseAction pauseAction = PAUSE_CONTINUE;
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static std::mutex actionLock;
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static std::condition_variable actionWait;
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// In case of accidental wakeup.
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static volatile bool actionComplete;
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// Many things need to run on the GPU thread. For example, reading the framebuffer.
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// A message system is used to achieve this (temporarily "unpausing" the thread.)
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// Below are values used to perform actions that return results.
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static bool bufferResult;
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static GPUDebugFramebufferType bufferType = GPU_DBG_FRAMEBUF_RENDER;
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static GPUDebugBuffer bufferFrame;
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static GPUDebugBuffer bufferDepth;
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static GPUDebugBuffer bufferStencil;
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static GPUDebugBuffer bufferTex;
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static GPUDebugBuffer bufferClut;
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static int bufferLevel;
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static bool lastWasFramebuffer;
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static u32 pauseSetCmdValue;
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static GPUgstate lastGState;
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static void SetPauseAction(PauseAction act, bool waitComplete = true) {
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pauseLock.lock();
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std::unique_lock<std::mutex> guard(actionLock);
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pauseAction = act;
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pauseLock.unlock();
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if (coreState == CORE_STEPPING && act != PAUSE_CONTINUE)
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Core_UpdateSingleStep();
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actionComplete = false;
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pauseWait.notify_all();
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while (waitComplete && !actionComplete) {
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actionWait.wait(guard);
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}
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}
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static void RunPauseAction() {
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std::lock_guard<std::mutex> guard(actionLock);
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switch (pauseAction) {
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case PAUSE_CONTINUE:
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// Don't notify, just go back, woke up by accident.
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return;
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case PAUSE_BREAK:
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break;
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case PAUSE_GETOUTPUTBUF:
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bufferResult = gpuDebug->GetOutputFramebuffer(bufferFrame);
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break;
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case PAUSE_GETFRAMEBUF:
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bufferResult = gpuDebug->GetCurrentFramebuffer(bufferFrame, bufferType);
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break;
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case PAUSE_GETDEPTHBUF:
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bufferResult = gpuDebug->GetCurrentDepthbuffer(bufferDepth);
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break;
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case PAUSE_GETSTENCILBUF:
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bufferResult = gpuDebug->GetCurrentStencilbuffer(bufferStencil);
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break;
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case PAUSE_GETTEX:
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bufferResult = gpuDebug->GetCurrentTexture(bufferTex, bufferLevel, &lastWasFramebuffer);
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break;
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case PAUSE_GETCLUT:
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bufferResult = gpuDebug->GetCurrentClut(bufferClut);
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break;
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case PAUSE_SETCMDVALUE:
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gpuDebug->SetCmdValue(pauseSetCmdValue);
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break;
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case PAUSE_FLUSHDRAW:
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gpuDebug->DispatchFlush();
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break;
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default:
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ERROR_LOG(Log::G3D, "Unsupported pause action, forgot to add it to the switch.");
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}
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actionComplete = true;
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actionWait.notify_all();
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pauseAction = PAUSE_BREAK;
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}
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static void StartStepping() {
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if (lastGState.cmdmem[1] == 0) {
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lastGState = gstate;
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// Play it safe so we don't keep resetting.
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lastGState.cmdmem[1] |= 0x01000000;
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}
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gpuDebug->NotifySteppingEnter();
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isStepping = true;
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}
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static void StopStepping() {
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gpuDebug->NotifySteppingExit();
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lastGState = gstate;
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isStepping = false;
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}
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bool SingleStep() {
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std::unique_lock<std::mutex> guard(pauseLock);
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if (coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && coreState != CORE_STEPPING) {
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// Shutting down, don't try to step.
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actionComplete = true;
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actionWait.notify_all();
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return false;
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}
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if (!gpuDebug || pauseAction == PAUSE_CONTINUE) {
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actionComplete = true;
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actionWait.notify_all();
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return false;
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}
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StartStepping();
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RunPauseAction();
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StopStepping();
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return true;
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}
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bool EnterStepping() {
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std::unique_lock<std::mutex> guard(pauseLock);
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if (coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && coreState != CORE_STEPPING) {
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// Shutting down, don't try to step.
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actionComplete = true;
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actionWait.notify_all();
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return false;
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}
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if (!gpuDebug) {
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actionComplete = true;
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actionWait.notify_all();
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return false;
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}
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StartStepping();
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// Just to be sure.
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if (pauseAction == PAUSE_CONTINUE) {
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pauseAction = PAUSE_BREAK;
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}
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stepCounter++;
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do {
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RunPauseAction();
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pauseWait.wait(guard);
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} while (pauseAction != PAUSE_CONTINUE);
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StopStepping();
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return true;
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}
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bool IsStepping() {
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return isStepping;
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}
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int GetSteppingCounter() {
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return stepCounter;
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}
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static bool GetBuffer(const GPUDebugBuffer *&buffer, PauseAction type, const GPUDebugBuffer &resultBuffer) {
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if (!isStepping && coreState != CORE_STEPPING) {
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return false;
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}
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SetPauseAction(type);
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buffer = &resultBuffer;
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return bufferResult;
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}
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bool GPU_GetOutputFramebuffer(const GPUDebugBuffer *&buffer) {
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return GetBuffer(buffer, PAUSE_GETOUTPUTBUF, bufferFrame);
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}
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bool GPU_GetCurrentFramebuffer(const GPUDebugBuffer *&buffer, GPUDebugFramebufferType type) {
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bufferType = type;
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return GetBuffer(buffer, PAUSE_GETFRAMEBUF, bufferFrame);
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}
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bool GPU_GetCurrentDepthbuffer(const GPUDebugBuffer *&buffer) {
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return GetBuffer(buffer, PAUSE_GETDEPTHBUF, bufferDepth);
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}
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bool GPU_GetCurrentStencilbuffer(const GPUDebugBuffer *&buffer) {
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return GetBuffer(buffer, PAUSE_GETSTENCILBUF, bufferStencil);
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}
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bool GPU_GetCurrentTexture(const GPUDebugBuffer *&buffer, int level, bool *isFramebuffer) {
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bufferLevel = level;
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bool result = GetBuffer(buffer, PAUSE_GETTEX, bufferTex);
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*isFramebuffer = lastWasFramebuffer;
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return result;
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}
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bool GPU_GetCurrentClut(const GPUDebugBuffer *&buffer) {
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return GetBuffer(buffer, PAUSE_GETCLUT, bufferClut);
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}
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bool GPU_SetCmdValue(u32 op) {
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if (!isStepping && coreState != CORE_STEPPING) {
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return false;
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}
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pauseSetCmdValue = op;
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SetPauseAction(PAUSE_SETCMDVALUE);
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return true;
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}
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bool GPU_FlushDrawing() {
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if (!isStepping && coreState != CORE_STEPPING) {
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return false;
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}
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SetPauseAction(PAUSE_FLUSHDRAW);
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return true;
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}
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void ResumeFromStepping() {
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SetPauseAction(PAUSE_CONTINUE, false);
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}
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void ForceUnpause() {
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SetPauseAction(PAUSE_CONTINUE, false);
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actionComplete = true;
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actionWait.notify_all();
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}
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GPUgstate LastState() {
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return lastGState;
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}
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} // namespace
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