* Implement GDB stub debugger
Can be enabled by using the "--enable-gdbstub" option (and the debugger GUI, although that's untested) which'll pause any game you launch at start-up. Will start at port 1337 although it'll eventually be user-editable. The code is a bit weirdly sorted and also just needs a general cleanup, so expect that eventually too. And uses egyptian braces but formatting was easier to do at the end, so that's also something to do.
It has been tested to work with IDA Pro, Clion and the standalone interface for now, but I plan on writing some instructions in the PR to follow for people who want to use this. Memory breakpoints aren't possible yet, only execution breakpoints.
This code was aimed to be decoupled from the existing debugger to be able to be ported to the Wii U for an equal debugging experience. That's also why it uses the Cafe OS's thread sleep and resuming functions whenever possible instead of using recompiler/interpreter controls.
* Add memory writing and floating point registers support
* Reformat code a bit
* Format code to adhere to Cemu's coding style
* Rework GDB Stub settings in GUI
* Small styling fixes
* Rework execution breakpoints
Should work better in some edge cases now. But this should also allow for adding access breakpoints since it's now more separated.
* Implement access breakpoints
* Fix some issues with breakpoints
* Fix includes for Linux
* Fix unnecessary include
* Tweaks for Linux compatibility
* Use std::thread instead of std::jthread to fix MacOS support
* Enable GDB read/write breakpoints on x86 only
* Fix compilation for GCC compilers at least
The thread type varies on some platforms, so supporting this is hell... but let's get it to compile on MacOS first.
* Disable them for MacOS due to lack of ptrace
---------
Co-authored-by: Exzap <13877693+Exzap@users.noreply.github.com>
- Controller profile filenames now encode unicode characters correctly
- Removed dependency on boost::filesystem. There is still an indirect dependency on it from another boost module it seems
- Refactored some code to use FileStream instead of ifstream/ofstream
On MacOS this fixes the framerate being too high due to discontinuities in the timer that drives the emulated vsync. It also fixes behavior of the GetTickCount() wrapper.
Removes the -DPUBLIC_RELEASE flag. Cemu's debug asserts are now only enabled if the build configuration is Debug. Similarly, on Windows the console is only shown for Debug builds.
- Fix target_precompile_headers() usage; the CemuCommon target exposes
the src/Common/precompiled.h precompiled header as part of its public
interface with
target_precompile_headers(CemuCommon PUBLIC precompiled.h), so all the
other targets wanting to use the precompiled header have to link to
the CemuCommon target with
target_precompile_headers(TargetName PRIVATE CemuCommon).
- Set the project version to 2.0
- Set RUNTIME_OUTPUT_DIRECTORY instead of only their _DEBUG and _RELEASE
variants, fixing the compilation when neither build types are defined
- Use a consistent indentation style (tabs, like in the .cpp files)
- Use "modern" variants of some functions, e.g. add_definitions ->
add_compile_definitions