ppsspp/GPU/Debugger/Stepping.cpp
Unknown W. Brackets fc7b5f3141 Make sure not to break when GE debugger closed.
Also, try to fix a might-be race condition.
2014-05-15 22:45:51 -07:00

184 lines
4.4 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 "base/mutex.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Debugger/Stepping.h"
#include "Core/Core.h"
namespace GPUStepping {
enum PauseAction {
PAUSE_CONTINUE,
PAUSE_BREAK,
PAUSE_GETFRAMEBUF,
PAUSE_GETDEPTHBUF,
PAUSE_GETSTENCILBUF,
PAUSE_GETTEX,
PAUSE_SETCMDVALUE,
};
static bool isStepping;
static recursive_mutex pauseLock;
static condition_variable pauseWait;
static PauseAction pauseAction = PAUSE_CONTINUE;
static recursive_mutex actionLock;
static 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 GPUDebugBuffer bufferFrame;
static GPUDebugBuffer bufferDepth;
static GPUDebugBuffer bufferStencil;
static GPUDebugBuffer bufferTex;
static u32 pauseSetCmdValue;
static void SetPauseAction(PauseAction act, bool waitComplete = true) {
{
lock_guard guard(pauseLock);
actionLock.lock();
pauseAction = act;
}
actionComplete = false;
pauseWait.notify_one();
while (waitComplete && !actionComplete) {
actionWait.wait(actionLock);
}
actionLock.unlock();
}
static void RunPauseAction() {
lock_guard guard(actionLock);
switch (pauseAction) {
case PAUSE_CONTINUE:
// Don't notify, just go back, woke up by accident.
return;
case PAUSE_BREAK:
break;
case PAUSE_GETFRAMEBUF:
bufferResult = gpuDebug->GetCurrentFramebuffer(bufferFrame);
break;
case PAUSE_GETDEPTHBUF:
bufferResult = gpuDebug->GetCurrentDepthbuffer(bufferDepth);
break;
case PAUSE_GETSTENCILBUF:
bufferResult = gpuDebug->GetCurrentStencilbuffer(bufferStencil);
break;
case PAUSE_GETTEX:
bufferResult = gpuDebug->GetCurrentTexture(bufferTex);
break;
case PAUSE_SETCMDVALUE:
gpuDebug->SetCmdValue(pauseSetCmdValue);
break;
default:
ERROR_LOG(HLE, "Unsupported pause action, forgot to add it to the switch.");
}
actionComplete = true;
actionWait.notify_one();
pauseAction = PAUSE_BREAK;
}
bool EnterStepping(std::function<void()> callback) {
lock_guard guard(pauseLock);
if (coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME) {
// Shutting down, don't try to step.
return false;
}
if (!gpuDebug) {
return false;
}
// Just to be sure.
if (pauseAction == PAUSE_CONTINUE) {
pauseAction = PAUSE_BREAK;
}
isStepping = true;
callback();
do {
RunPauseAction();
pauseWait.wait(pauseLock);
} while (pauseAction != PAUSE_CONTINUE);
isStepping = false;
return true;
}
static bool GetBuffer(const GPUDebugBuffer *&buffer, PauseAction type, const GPUDebugBuffer &resultBuffer) {
if (!isStepping) {
return false;
}
SetPauseAction(type);
buffer = &resultBuffer;
return bufferResult;
}
bool GPU_GetCurrentFramebuffer(const GPUDebugBuffer *&buffer) {
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) {
return GetBuffer(buffer, PAUSE_GETTEX, bufferTex);
}
bool GPU_SetCmdValue(u32 op) {
if (!isStepping) {
return false;
}
pauseSetCmdValue = op;
SetPauseAction(PAUSE_SETCMDVALUE);
return true;
}
void ResumeFromStepping() {
SetPauseAction(PAUSE_CONTINUE, false);
}
void ForceUnpause() {
SetPauseAction(PAUSE_CONTINUE, false);
actionComplete = true;
actionWait.notify_one();
}
};