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CPU.cpp
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CPU.cpp
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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <mutex>
#include "AudioCommon/AudioCommon.h"
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Core/Core.h"
#include "Core/DSPEmulator.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "Core/HW/CPU.h"
#include "Core/HW/DSP.h"
#include "Core/PowerPC/PowerPC.h"
#include "VideoCommon/VideoBackendBase.h"
namespace
{
static Common::Event m_StepEvent;
static Common::Event *m_SyncEvent = nullptr;
static std::mutex m_csCpuOccupied;
}
void CCPU::Init(int cpu_core)
{
PowerPC::Init(cpu_core);
m_SyncEvent = nullptr;
}
void CCPU::Shutdown()
{
PowerPC::Shutdown();
m_SyncEvent = nullptr;
}
void CCPU::Run()
{
std::lock_guard<std::mutex> lk(m_csCpuOccupied);
Host_UpdateDisasmDialog();
while (true)
{
reswitch:
switch (PowerPC::GetState())
{
case PowerPC::CPU_RUNNING:
//1: enter a fast runloop
PowerPC::RunLoop();
break;
case PowerPC::CPU_STEPPING:
m_csCpuOccupied.unlock();
//1: wait for step command..
m_StepEvent.Wait();
m_csCpuOccupied.lock();
if (PowerPC::GetState() == PowerPC::CPU_POWERDOWN)
return;
if (PowerPC::GetState() != PowerPC::CPU_STEPPING)
goto reswitch;
//3: do a step
PowerPC::SingleStep();
//4: update disasm dialog
if (m_SyncEvent)
{
m_SyncEvent->Set();
m_SyncEvent = nullptr;
}
Host_UpdateDisasmDialog();
break;
case PowerPC::CPU_POWERDOWN:
//1: Exit loop!!
return;
}
}
}
void CCPU::Stop()
{
PowerPC::Stop();
m_StepEvent.Set();
}
bool CCPU::IsStepping()
{
return PowerPC::GetState() == PowerPC::CPU_STEPPING;
}
void CCPU::Reset()
{
}
void CCPU::StepOpcode(Common::Event *event)
{
m_StepEvent.Set();
if (PowerPC::GetState() == PowerPC::CPU_STEPPING)
{
m_SyncEvent = event;
}
}
void CCPU::EnableStepping(const bool _bStepping)
{
if (_bStepping)
{
PowerPC::Pause();
m_StepEvent.Reset();
g_video_backend->EmuStateChange(EMUSTATE_CHANGE_PAUSE);
AudioCommon::ClearAudioBuffer(true);
}
else
{
// SingleStep so that the "continue", "step over" and "step out" debugger functions
// work when the PC is at a breakpoint at the beginning of the block
if (PowerPC::breakpoints.IsAddressBreakPoint(PC) && PowerPC::GetMode() != PowerPC::MODE_INTERPRETER)
{
PowerPC::CoreMode oldMode = PowerPC::GetMode();
PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
PowerPC::SingleStep();
PowerPC::SetMode(oldMode);
}
PowerPC::Start();
m_StepEvent.Set();
g_video_backend->EmuStateChange(EMUSTATE_CHANGE_PLAY);
AudioCommon::ClearAudioBuffer(false);
}
}
void CCPU::Break()
{
EnableStepping(true);
}
bool CCPU::PauseAndLock(bool doLock, bool unpauseOnUnlock)
{
bool wasUnpaused = !IsStepping();
if (doLock)
{
// we can't use EnableStepping, that would causes deadlocks with both audio and video
PowerPC::Pause();
if (!Core::IsCPUThread())
m_csCpuOccupied.lock();
}
else
{
if (unpauseOnUnlock)
{
PowerPC::Start();
m_StepEvent.Set();
}
if (!Core::IsCPUThread())
m_csCpuOccupied.unlock();
}
return wasUnpaused;
}