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382 lines
10 KiB
C++
382 lines
10 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Core/HW/CPU.h"
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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#include "AudioCommon/AudioCommon.h"
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/PowerPC/GDBStub.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "VideoCommon/Fifo.h"
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namespace CPU
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{
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// CPU Thread execution state.
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// Requires s_state_change_lock to modify the value.
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// Read access is unsynchronized.
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static State s_state = State::PowerDown;
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// Synchronizes EnableStepping and PauseAndLock so only one instance can be
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// active at a time. Simplifies code by eliminating several edge cases where
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// the EnableStepping(true)/PauseAndLock(true) case must release the state lock
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// and wait for the CPU Thread which would otherwise require additional flags.
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// NOTE: When using the stepping lock, it must always be acquired first. If
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// the lock is acquired after the state lock then that is guaranteed to
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// deadlock because of the order inversion. (A -> X,Y; B -> Y,X; A waits for
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// B, B waits for A)
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static std::mutex s_stepping_lock;
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// Primary lock. Protects changing s_state, requesting instruction stepping and
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// pause-and-locking.
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static std::mutex s_state_change_lock;
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// When s_state_cpu_thread_active changes to false
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static std::condition_variable s_state_cpu_idle_cvar;
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// When s_state changes / s_state_paused_and_locked becomes false (for CPU Thread only)
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static std::condition_variable s_state_cpu_cvar;
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static bool s_state_cpu_thread_active = false;
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static bool s_state_paused_and_locked = false;
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static bool s_state_system_request_stepping = false;
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static bool s_state_cpu_step_instruction = false;
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static Common::Event* s_state_cpu_step_instruction_sync = nullptr;
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static std::queue<std::function<void()>> s_pending_jobs;
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void Init(PowerPC::CPUCore cpu_core)
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{
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PowerPC::Init(cpu_core);
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s_state = State::Stepping;
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}
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void Shutdown()
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{
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Stop();
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PowerPC::Shutdown();
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}
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// Requires holding s_state_change_lock
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static void FlushStepSyncEventLocked()
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{
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if (!s_state_cpu_step_instruction)
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return;
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if (s_state_cpu_step_instruction_sync)
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{
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s_state_cpu_step_instruction_sync->Set();
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s_state_cpu_step_instruction_sync = nullptr;
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}
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s_state_cpu_step_instruction = false;
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}
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static void ExecutePendingJobs(std::unique_lock<std::mutex>& state_lock)
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{
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while (!s_pending_jobs.empty())
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{
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auto callback = s_pending_jobs.front();
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s_pending_jobs.pop();
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state_lock.unlock();
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callback();
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state_lock.lock();
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}
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}
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void Run()
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{
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// Updating the host CPU's rounding mode must be done on the CPU thread.
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// We can't rely on PowerPC::Init doing it, since it's called from EmuThread.
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PowerPC::RoundingModeUpdated();
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std::unique_lock state_lock(s_state_change_lock);
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while (s_state != State::PowerDown)
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{
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s_state_cpu_cvar.wait(state_lock, [] { return !s_state_paused_and_locked; });
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ExecutePendingJobs(state_lock);
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Common::Event gdb_step_sync_event;
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switch (s_state)
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{
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case State::Running:
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s_state_cpu_thread_active = true;
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state_lock.unlock();
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// Adjust PC for JIT when debugging
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// SingleStep so that the "continue", "step over" and "step out" debugger functions
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// work when the PC is at a breakpoint at the beginning of the block
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// If watchpoints are enabled, any instruction could be a breakpoint.
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if (PowerPC::GetMode() != PowerPC::CoreMode::Interpreter)
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{
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if (PowerPC::breakpoints.IsAddressBreakPoint(PC) || PowerPC::memchecks.HasAny())
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{
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s_state = State::Stepping;
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PowerPC::CoreMode old_mode = PowerPC::GetMode();
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PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
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PowerPC::SingleStep();
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PowerPC::SetMode(old_mode);
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s_state = State::Running;
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}
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}
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// Enter a fast runloop
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PowerPC::RunLoop();
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state_lock.lock();
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s_state_cpu_thread_active = false;
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s_state_cpu_idle_cvar.notify_all();
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break;
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case State::Stepping:
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// Wait for step command.
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s_state_cpu_cvar.wait(state_lock, [&state_lock, &gdb_step_sync_event] {
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ExecutePendingJobs(state_lock);
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state_lock.unlock();
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if (GDBStub::IsActive() && GDBStub::HasControl())
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{
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if (!GDBStub::JustConnected())
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GDBStub::SendSignal(GDBStub::Signal::Sigtrap);
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GDBStub::ProcessCommands(true);
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// If we are still going to step, emulate the fact we just sent a step command
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if (GDBStub::HasControl())
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{
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// Make sure the previous step by gdb was serviced
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if (s_state_cpu_step_instruction_sync &&
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s_state_cpu_step_instruction_sync != &gdb_step_sync_event)
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s_state_cpu_step_instruction_sync->Set();
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s_state_cpu_step_instruction = true;
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s_state_cpu_step_instruction_sync = &gdb_step_sync_event;
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}
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}
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state_lock.lock();
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return s_state_cpu_step_instruction || !IsStepping();
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});
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if (!IsStepping())
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{
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// Signal event if the mode changes.
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FlushStepSyncEventLocked();
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continue;
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}
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if (s_state_paused_and_locked)
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continue;
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// Do step
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s_state_cpu_thread_active = true;
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state_lock.unlock();
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PowerPC::SingleStep();
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state_lock.lock();
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s_state_cpu_thread_active = false;
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s_state_cpu_idle_cvar.notify_all();
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// Update disasm dialog
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FlushStepSyncEventLocked();
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Host_UpdateDisasmDialog();
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break;
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case State::PowerDown:
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break;
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}
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}
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state_lock.unlock();
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Host_UpdateDisasmDialog();
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}
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// Requires holding s_state_change_lock
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static void RunAdjacentSystems(bool running)
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{
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// NOTE: We're assuming these will not try to call Break or EnableStepping.
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Fifo::EmulatorState(running);
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// Core is responsible for shutting down the sound stream.
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if (s_state != State::PowerDown)
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AudioCommon::SetSoundStreamRunning(running);
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}
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void Stop()
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{
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// Change state and wait for it to be acknowledged.
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// We don't need the stepping lock because State::PowerDown is a priority state which
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// will stick permanently.
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std::unique_lock state_lock(s_state_change_lock);
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s_state = State::PowerDown;
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s_state_cpu_cvar.notify_one();
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while (s_state_cpu_thread_active)
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{
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s_state_cpu_idle_cvar.wait(state_lock);
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}
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RunAdjacentSystems(false);
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FlushStepSyncEventLocked();
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}
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bool IsStepping()
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{
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return s_state == State::Stepping;
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}
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State GetState()
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{
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return s_state;
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}
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const State* GetStatePtr()
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{
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return &s_state;
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}
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void Reset()
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{
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}
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void StepOpcode(Common::Event* event)
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{
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std::lock_guard state_lock(s_state_change_lock);
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// If we're not stepping then this is pointless
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if (!IsStepping())
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{
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if (event)
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event->Set();
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return;
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}
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// Potential race where the previous step has not been serviced yet.
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if (s_state_cpu_step_instruction_sync && s_state_cpu_step_instruction_sync != event)
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s_state_cpu_step_instruction_sync->Set();
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s_state_cpu_step_instruction = true;
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s_state_cpu_step_instruction_sync = event;
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s_state_cpu_cvar.notify_one();
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}
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// Requires s_state_change_lock
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static bool SetStateLocked(State s)
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{
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if (s_state == State::PowerDown)
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return false;
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s_state = s;
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return true;
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}
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void EnableStepping(bool stepping)
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{
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std::lock_guard stepping_lock(s_stepping_lock);
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std::unique_lock state_lock(s_state_change_lock);
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if (stepping)
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{
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SetStateLocked(State::Stepping);
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while (s_state_cpu_thread_active)
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{
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s_state_cpu_idle_cvar.wait(state_lock);
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}
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RunAdjacentSystems(false);
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}
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else if (SetStateLocked(State::Running))
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{
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s_state_cpu_cvar.notify_one();
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RunAdjacentSystems(true);
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}
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}
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void Break()
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{
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std::lock_guard state_lock(s_state_change_lock);
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// If another thread is trying to PauseAndLock then we need to remember this
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// for later to ignore the unpause_on_unlock.
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if (s_state_paused_and_locked)
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{
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s_state_system_request_stepping = true;
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return;
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}
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// We'll deadlock if we synchronize, the CPU may block waiting for our caller to
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// finish resulting in the CPU loop never terminating.
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SetStateLocked(State::Stepping);
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RunAdjacentSystems(false);
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}
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void Continue()
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{
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CPU::EnableStepping(false);
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Core::CallOnStateChangedCallbacks(Core::State::Running);
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}
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bool PauseAndLock(bool do_lock, bool unpause_on_unlock, bool control_adjacent)
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{
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// NOTE: This is protected by s_stepping_lock.
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static bool s_have_fake_cpu_thread = false;
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bool was_unpaused = false;
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if (do_lock)
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{
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s_stepping_lock.lock();
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std::unique_lock state_lock(s_state_change_lock);
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s_state_paused_and_locked = true;
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was_unpaused = s_state == State::Running;
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SetStateLocked(State::Stepping);
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while (s_state_cpu_thread_active)
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{
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s_state_cpu_idle_cvar.wait(state_lock);
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}
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if (control_adjacent)
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RunAdjacentSystems(false);
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state_lock.unlock();
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// NOTE: It would make more sense for Core::DeclareAsCPUThread() to keep a
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// depth counter instead of being a boolean.
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if (!Core::IsCPUThread())
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{
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s_have_fake_cpu_thread = true;
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Core::DeclareAsCPUThread();
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}
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}
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else
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{
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// Only need the stepping lock for this
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if (s_have_fake_cpu_thread)
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{
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s_have_fake_cpu_thread = false;
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Core::UndeclareAsCPUThread();
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}
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{
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std::lock_guard state_lock(s_state_change_lock);
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if (s_state_system_request_stepping)
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{
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s_state_system_request_stepping = false;
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}
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else if (unpause_on_unlock && SetStateLocked(State::Running))
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{
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was_unpaused = true;
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}
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s_state_paused_and_locked = false;
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s_state_cpu_cvar.notify_one();
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if (control_adjacent)
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RunAdjacentSystems(s_state == State::Running);
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}
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s_stepping_lock.unlock();
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}
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return was_unpaused;
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}
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void AddCPUThreadJob(std::function<void()> function)
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{
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std::unique_lock state_lock(s_state_change_lock);
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s_pending_jobs.push(std::move(function));
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}
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} // namespace CPU
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