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It wouldn't impact performance until at least one memcheck is enabled. Because of this, it can be used in release builds without much impact, the only thing that woudl change is the use of HasAny method instead of preprocessor conditionals. Since the perforamnce decrease comes right when the first memcheck is added and restored when the last is removed, it basically is all beneficial and works the same way.
326 lines
9.1 KiB
C++
326 lines
9.1 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 <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 "Common/Logging/Log.h"
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#include "Core/Core.h"
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#include "Core/HW/CPU.h"
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#include "Core/HW/Memmap.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 = CPU_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(int cpu_core)
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{
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PowerPC::Init(cpu_core);
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s_state = CPU_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 != CPU_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 CPU_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::MODE_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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PowerPC::CoreMode old_mode = PowerPC::GetMode();
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PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
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PowerPC::SingleStep();
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PowerPC::SetMode(old_mode);
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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 CPU_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 || s_state != CPU_STEPPING; });
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if (s_state != CPU_STEPPING)
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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 CPU_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::ClearAudioBuffer(!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 CPU_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 = CPU_POWERDOWN;
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s_state_cpu_cvar.notify_one();
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// FIXME: MsgHandler can cause this to deadlock the GUI Thread. Remove the timeout.
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bool success = s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::seconds(5),
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[] { return !s_state_cpu_thread_active; });
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if (!success)
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ERROR_LOG(POWERPC, "CPU Thread failed to acknowledge CPU_POWERDOWN. It may be deadlocked.");
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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 == CPU_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 volatile 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 == CPU_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(CPU_STEPPING);
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// Wait for the CPU Thread to leave the run loop
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// FIXME: MsgHandler can cause this to deadlock the GUI Thread. Remove the timeout.
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bool success = s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::seconds(5),
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[] { return !s_state_cpu_thread_active; });
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if (!success)
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ERROR_LOG(POWERPC, "Abandoned waiting for CPU Thread! The Core may be deadlocked.");
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RunAdjacentSystems(false);
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}
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else if (SetStateLocked(CPU_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(CPU_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 == CPU_RUNNING;
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SetStateLocked(CPU_STEPPING);
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// FIXME: MsgHandler can cause this to deadlock the GUI Thread. Remove the timeout.
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bool success = s_state_cpu_idle_cvar.wait_for(state_lock, std::chrono::seconds(10),
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[] { return !s_state_cpu_thread_active; });
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if (!success)
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NOTICE_LOG(
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POWERPC,
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"Abandoned CPU Thread synchronization in CPU::PauseAndLock! We'll probably crash now.");
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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(CPU_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 == CPU_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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