Might theoretically help in tracking some things down. Not fully utilized yet, the fault handler needs to extract the information from the faulting instruction. But we can use it for GetPointerRange etc.
518 lines
14 KiB
C++
518 lines
14 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <set>
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#include <chrono>
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#include <cstdint>
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#include <mutex>
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#include <condition_variable>
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#include "Common/System/NativeApp.h"
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#include "Common/System/System.h"
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#include "Common/System/Display.h"
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#include "Common/TimeUtil.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/GraphicsContext.h"
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#include "Common/Log.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/HW/Display.h"
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#include "Core/MIPS/MIPS.h"
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#include "GPU/Debugger/Stepping.h"
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#ifdef _WIN32
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#include "Common/CommonWindows.h"
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#include "Windows/InputDevice.h"
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#endif
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// Time until we stop considering the core active without user input.
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// Should this be configurable? 2 hours currently.
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static const double ACTIVITY_IDLE_TIMEOUT = 2.0 * 3600.0;
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static std::condition_variable m_StepCond;
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static std::mutex m_hStepMutex;
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static std::condition_variable m_InactiveCond;
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static std::mutex m_hInactiveMutex;
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static bool singleStepPending = false;
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static int steppingCounter = 0;
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static const char *steppingReason = "";
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static uint32_t steppingAddress = 0;
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static std::set<CoreLifecycleFunc> lifecycleFuncs;
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static std::set<CoreStopRequestFunc> stopFuncs;
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static bool windowHidden = false;
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static double lastActivity = 0.0;
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static double lastKeepAwake = 0.0;
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static GraphicsContext *graphicsContext;
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static bool powerSaving = false;
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static ExceptionInfo g_exceptionInfo;
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void Core_SetGraphicsContext(GraphicsContext *ctx) {
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graphicsContext = ctx;
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PSP_CoreParameter().graphicsContext = graphicsContext;
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}
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void Core_NotifyWindowHidden(bool hidden) {
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windowHidden = hidden;
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// TODO: Wait until we can react?
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}
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void Core_NotifyActivity() {
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lastActivity = time_now_d();
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}
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void Core_ListenLifecycle(CoreLifecycleFunc func) {
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lifecycleFuncs.insert(func);
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}
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void Core_NotifyLifecycle(CoreLifecycle stage) {
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if (stage == CoreLifecycle::STARTING) {
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Core_ResetException();
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}
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for (auto func : lifecycleFuncs) {
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func(stage);
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}
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}
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void Core_ListenStopRequest(CoreStopRequestFunc func) {
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stopFuncs.insert(func);
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}
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void Core_Stop() {
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Core_ResetException();
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Core_UpdateState(CORE_POWERDOWN);
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for (auto func : stopFuncs) {
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func();
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}
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}
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bool Core_IsStepping() {
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return coreState == CORE_STEPPING || coreState == CORE_POWERDOWN;
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}
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bool Core_IsActive() {
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return coreState == CORE_RUNNING || coreState == CORE_NEXTFRAME || coreStatePending;
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}
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bool Core_IsInactive() {
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return coreState != CORE_RUNNING && coreState != CORE_NEXTFRAME && !coreStatePending;
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}
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static inline void Core_StateProcessed() {
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if (coreStatePending) {
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std::lock_guard<std::mutex> guard(m_hInactiveMutex);
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coreStatePending = false;
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m_InactiveCond.notify_all();
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}
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}
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void Core_WaitInactive() {
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while (Core_IsActive() && !GPUStepping::IsStepping()) {
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std::unique_lock<std::mutex> guard(m_hInactiveMutex);
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m_InactiveCond.wait(guard);
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}
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}
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void Core_WaitInactive(int milliseconds) {
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if (Core_IsActive() && !GPUStepping::IsStepping()) {
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std::unique_lock<std::mutex> guard(m_hInactiveMutex);
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m_InactiveCond.wait_for(guard, std::chrono::milliseconds(milliseconds));
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}
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}
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void Core_SetPowerSaving(bool mode) {
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powerSaving = mode;
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}
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bool Core_GetPowerSaving() {
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return powerSaving;
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}
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static bool IsWindowSmall(int pixelWidth, int pixelHeight) {
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// Can't take this from config as it will not be set if windows is maximized.
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int w = (int)(pixelWidth * g_dpi_scale_x);
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int h = (int)(pixelHeight * g_dpi_scale_y);
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return g_Config.IsPortrait() ? (h < 480 + 80) : (w < 480 + 80);
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}
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// TODO: Feels like this belongs elsewhere.
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bool UpdateScreenScale(int width, int height) {
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bool smallWindow;
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#if defined(USING_QT_UI)
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g_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_DPI);
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float g_logical_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_LOGICAL_DPI);
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g_dpi_scale_x = g_logical_dpi / g_dpi;
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g_dpi_scale_y = g_logical_dpi / g_dpi;
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#elif PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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g_dpi = System_GetPropertyFloat(SYSPROP_DISPLAY_DPI);
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g_dpi_scale_x = 96.0f / g_dpi;
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g_dpi_scale_y = 96.0f / g_dpi;
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#else
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g_dpi = 96.0f;
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g_dpi_scale_x = 1.0f;
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g_dpi_scale_y = 1.0f;
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#endif
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g_dpi_scale_real_x = g_dpi_scale_x;
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g_dpi_scale_real_y = g_dpi_scale_y;
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smallWindow = IsWindowSmall(width, height);
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if (smallWindow) {
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g_dpi /= 2.0f;
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g_dpi_scale_x *= 2.0f;
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g_dpi_scale_y *= 2.0f;
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}
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pixel_in_dps_x = 1.0f / g_dpi_scale_x;
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pixel_in_dps_y = 1.0f / g_dpi_scale_y;
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int new_dp_xres = (int)(width * g_dpi_scale_x);
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int new_dp_yres = (int)(height * g_dpi_scale_y);
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bool dp_changed = new_dp_xres != dp_xres || new_dp_yres != dp_yres;
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bool px_changed = pixel_xres != width || pixel_yres != height;
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if (dp_changed || px_changed) {
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dp_xres = new_dp_xres;
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dp_yres = new_dp_yres;
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pixel_xres = width;
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pixel_yres = height;
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INFO_LOG(G3D, "pixel_res: %dx%d. Calling NativeResized()", pixel_xres, pixel_yres);
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NativeResized();
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return true;
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}
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return false;
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}
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// Note: not used on Android.
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void UpdateRunLoop() {
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if (windowHidden && g_Config.bPauseWhenMinimized) {
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sleep_ms(16);
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return;
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}
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NativeUpdate();
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NativeRender(graphicsContext);
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}
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void KeepScreenAwake() {
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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#endif
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}
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void Core_RunLoop(GraphicsContext *ctx) {
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graphicsContext = ctx;
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while ((GetUIState() != UISTATE_INGAME || !PSP_IsInited()) && GetUIState() != UISTATE_EXIT) {
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// In case it was pending, we're not in game anymore. We won't get to Core_Run().
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Core_StateProcessed();
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double startTime = time_now_d();
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UpdateRunLoop();
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// Simple throttling to not burn the GPU in the menu.
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double diffTime = time_now_d() - startTime;
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int sleepTime = (int)(1000.0 / 60.0) - (int)(diffTime * 1000.0);
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if (sleepTime > 0)
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sleep_ms(sleepTime);
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if (!windowHidden) {
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ctx->SwapBuffers();
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}
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}
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while ((coreState == CORE_RUNNING || coreState == CORE_STEPPING) && GetUIState() == UISTATE_INGAME) {
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UpdateRunLoop();
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if (!windowHidden && !Core_IsStepping()) {
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ctx->SwapBuffers();
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// Keep the system awake for longer than normal for cutscenes and the like.
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const double now = time_now_d();
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if (now < lastActivity + ACTIVITY_IDLE_TIMEOUT) {
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// Only resetting it ever prime number seconds in case the call is expensive.
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// Using a prime number to ensure there's no interaction with other periodic events.
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if (now - lastKeepAwake > 89.0 || now < lastKeepAwake) {
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KeepScreenAwake();
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lastKeepAwake = now;
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}
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}
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}
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}
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}
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void Core_DoSingleStep() {
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std::lock_guard<std::mutex> guard(m_hStepMutex);
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singleStepPending = true;
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m_StepCond.notify_all();
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}
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void Core_UpdateSingleStep() {
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std::lock_guard<std::mutex> guard(m_hStepMutex);
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m_StepCond.notify_all();
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}
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void Core_SingleStep() {
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Core_ResetException();
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currentMIPS->SingleStep();
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if (coreState == CORE_STEPPING)
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steppingCounter++;
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}
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static inline bool Core_WaitStepping() {
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std::unique_lock<std::mutex> guard(m_hStepMutex);
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// We only wait 16ms so that we can still draw UI or react to events.
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double sleepStart = time_now_d();
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if (!singleStepPending && coreState == CORE_STEPPING)
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m_StepCond.wait_for(guard, std::chrono::milliseconds(16));
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double sleepEnd = time_now_d();
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DisplayNotifySleep(sleepEnd - sleepStart);
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bool result = singleStepPending;
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singleStepPending = false;
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return result;
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}
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void Core_ProcessStepping() {
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Core_StateProcessed();
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// Check if there's any pending save state actions.
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SaveState::Process();
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if (coreState != CORE_STEPPING) {
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return;
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}
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// Or any GPU actions.
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GPUStepping::SingleStep();
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// We're not inside jit now, so it's safe to clear the breakpoints.
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static int lastSteppingCounter = -1;
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if (lastSteppingCounter != steppingCounter) {
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CBreakPoints::ClearTemporaryBreakPoints();
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host->UpdateDisassembly();
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host->UpdateMemView();
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lastSteppingCounter = steppingCounter;
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}
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// Need to check inside the lock to avoid races.
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bool doStep = Core_WaitStepping();
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// We may still be stepping without singleStepPending to process a save state.
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if (doStep && coreState == CORE_STEPPING) {
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Core_SingleStep();
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// Update disasm dialog.
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host->UpdateDisassembly();
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host->UpdateMemView();
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}
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}
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// Many platforms, like Android, do not call this function but handle things on their own.
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// Instead they simply call NativeRender and NativeUpdate directly.
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void Core_Run(GraphicsContext *ctx) {
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host->UpdateDisassembly();
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while (true) {
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if (GetUIState() != UISTATE_INGAME) {
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Core_StateProcessed();
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if (GetUIState() == UISTATE_EXIT) {
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UpdateRunLoop();
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return;
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}
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Core_RunLoop(ctx);
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continue;
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}
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switch (coreState) {
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case CORE_RUNNING:
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case CORE_STEPPING:
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// enter a fast runloop
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Core_RunLoop(ctx);
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if (coreState == CORE_POWERDOWN) {
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Core_StateProcessed();
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return;
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}
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break;
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case CORE_POWERUP:
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case CORE_POWERDOWN:
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case CORE_BOOT_ERROR:
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case CORE_RUNTIME_ERROR:
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// Exit loop!!
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Core_StateProcessed();
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return;
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case CORE_NEXTFRAME:
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return;
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}
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}
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}
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void Core_EnableStepping(bool step, const char *reason, u32 relatedAddress) {
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if (step) {
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host->SetDebugMode(true);
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Core_UpdateState(CORE_STEPPING);
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steppingCounter++;
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_assert_msg_(reason != nullptr, "No reason specified for break");
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steppingReason = reason;
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steppingAddress = relatedAddress;
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} else {
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host->SetDebugMode(false);
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// Clear the exception if we resume.
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Core_ResetException();
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coreState = CORE_RUNNING;
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coreStatePending = false;
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m_StepCond.notify_all();
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}
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}
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bool Core_NextFrame() {
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if (coreState == CORE_RUNNING) {
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coreState = CORE_NEXTFRAME;
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return true;
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} else {
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return false;
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}
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}
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int Core_GetSteppingCounter() {
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return steppingCounter;
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}
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SteppingReason Core_GetSteppingReason() {
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SteppingReason r;
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r.reason = steppingReason;
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r.relatedAddress = steppingAddress;
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return r;
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}
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const char *ExceptionTypeAsString(ExceptionType type) {
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switch (type) {
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case ExceptionType::MEMORY: return "Invalid Memory Access";
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case ExceptionType::BREAK: return "Break";
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case ExceptionType::BAD_EXEC_ADDR: return "Bad Execution Address";
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default: return "N/A";
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}
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}
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const char *MemoryExceptionTypeAsString(MemoryExceptionType type) {
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switch (type) {
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case MemoryExceptionType::UNKNOWN: return "Unknown";
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case MemoryExceptionType::READ_WORD: return "Read Word";
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case MemoryExceptionType::WRITE_WORD: return "Write Word";
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case MemoryExceptionType::READ_BLOCK: return "Read Block";
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case MemoryExceptionType::WRITE_BLOCK: return "Read/Write Block";
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case MemoryExceptionType::ALIGNMENT: return "Alignment";
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default:
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return "N/A";
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}
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}
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const char *ExecExceptionTypeAsString(ExecExceptionType type) {
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switch (type) {
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case ExecExceptionType::JUMP: return "CPU Jump";
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case ExecExceptionType::THREAD: return "Thread switch";
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default:
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return "N/A";
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}
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}
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void Core_MemoryException(u32 address, u32 accessSize, u32 pc, MemoryExceptionType type) {
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const char *desc = MemoryExceptionTypeAsString(type);
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// In jit, we only flush PC when bIgnoreBadMemAccess is off.
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if (g_Config.iCpuCore == (int)CPUCore::JIT && g_Config.bIgnoreBadMemAccess) {
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WARN_LOG(MEMMAP, "%s: Invalid access at %08x (size %08x)", desc, address, accessSize);
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} else {
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WARN_LOG(MEMMAP, "%s: Invalid access at %08x (size %08x) PC %08x LR %08x", desc, address, accessSize, currentMIPS->pc, currentMIPS->r[MIPS_REG_RA]);
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}
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if (!g_Config.bIgnoreBadMemAccess) {
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ExceptionInfo &e = g_exceptionInfo;
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e = {};
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e.type = ExceptionType::MEMORY;
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e.info.clear();
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e.memory_type = type;
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e.address = address;
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e.accessSize = accessSize;
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e.pc = pc;
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Core_EnableStepping(true, "memory.exception", address);
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}
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}
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void Core_MemoryExceptionInfo(u32 address, u32 pc, u32 accessSize, MemoryExceptionType type, std::string additionalInfo, bool forceReport) {
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const char *desc = MemoryExceptionTypeAsString(type);
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// In jit, we only flush PC when bIgnoreBadMemAccess is off.
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if (g_Config.iCpuCore == (int)CPUCore::JIT && g_Config.bIgnoreBadMemAccess) {
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WARN_LOG(MEMMAP, "%s: Invalid access at %08x (size %08x). %s", desc, address, accessSize, additionalInfo.c_str());
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} else {
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WARN_LOG(MEMMAP, "%s: Invalid access at %08x (size %08x) PC %08x LR %08x %s", desc, address, accessSize, currentMIPS->pc, currentMIPS->r[MIPS_REG_RA], additionalInfo.c_str());
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}
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if (!g_Config.bIgnoreBadMemAccess || forceReport) {
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ExceptionInfo &e = g_exceptionInfo;
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e = {};
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e.type = ExceptionType::MEMORY;
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e.info = additionalInfo;
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e.memory_type = type;
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e.address = address;
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e.pc = pc;
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Core_EnableStepping(true, "memory.exception", address);
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}
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}
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// Can't be ignored
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void Core_ExecException(u32 address, u32 pc, ExecExceptionType type) {
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const char *desc = ExecExceptionTypeAsString(type);
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WARN_LOG(MEMMAP, "%s: Invalid exec address %08x PC %08x LR %08x", desc, address, pc, currentMIPS->r[MIPS_REG_RA]);
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ExceptionInfo &e = g_exceptionInfo;
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e = {};
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e.type = ExceptionType::BAD_EXEC_ADDR;
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e.info.clear();
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e.exec_type = type;
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e.address = address;
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e.accessSize = 4; // size of an instruction
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e.pc = pc;
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// This just records the closest value that could be useful as reference.
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e.ra = currentMIPS->r[MIPS_REG_RA];
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Core_EnableStepping(true, "cpu.exception", address);
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}
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void Core_Break(u32 pc) {
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ERROR_LOG(CPU, "BREAK!");
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ExceptionInfo &e = g_exceptionInfo;
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e = {};
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e.type = ExceptionType::BREAK;
|
|
e.info.clear();
|
|
e.pc = pc;
|
|
|
|
if (!g_Config.bIgnoreBadMemAccess) {
|
|
Core_EnableStepping(true, "cpu.breakInstruction", currentMIPS->pc);
|
|
}
|
|
}
|
|
|
|
void Core_ResetException() {
|
|
g_exceptionInfo.type = ExceptionType::NONE;
|
|
}
|
|
|
|
const ExceptionInfo &Core_GetExceptionInfo() {
|
|
return g_exceptionInfo;
|
|
}
|