ppsspp/GPU/Debugger/Stepping.cpp
Henrik Rydgård e01ca5b057
Logging API change (refactor) (#19324)
* 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
2024-07-14 14:42:59 +02:00

286 lines
6.8 KiB
C++

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