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6f473b96d0
Makes the enum values strongly-typed and prevents the identifiers from polluting the PowerPC namespace. This also cleans up the parameters of some functions where we were accepting an ambiguous int type and expecting the correct values to be passed in. Now those parameters accept a PowerPC::CPUCore type only, making it immediately obvious which values should be passed in. It also turns out we were storing these core types into other structures as plain ints, which have also been corrected. As this type is used directly with the configuration code, we need to provide our own overloaded insertion (<<) and extraction (>>) operators in order to make it compatible with it. These are fairly trivial to implement, so there's no issue here. A minor adjustment to TryParse() was required, as our generic function was doing the following: N tmp = 0; which is problematic, as custom types may not be able to have that assignment performed (e.g. strongly-typed enums), so we change this to: N tmp; which is sufficient, as the value is attempted to be initialized immediately under that statement.
332 lines
8.7 KiB
C++
332 lines
8.7 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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 "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/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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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_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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void Run()
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{
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std::unique_lock<std::mutex> 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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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,
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[] { return s_state_cpu_step_instruction || !IsStepping(); });
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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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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<std::mutex> 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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std::cv_status status =
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s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::milliseconds(100));
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if (status == std::cv_status::timeout)
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Host_YieldToUI();
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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<std::mutex> 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<std::mutex> stepping_lock(s_stepping_lock);
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std::unique_lock<std::mutex> 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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std::cv_status status =
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s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::milliseconds(100));
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if (status == std::cv_status::timeout)
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Host_YieldToUI();
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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<std::mutex> 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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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<std::mutex> 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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std::cv_status status =
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s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::milliseconds(100));
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if (status == std::cv_status::timeout)
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Host_YieldToUI();
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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<std::mutex> 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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}
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