dolphin/Source/Core/Core/HW/CPU.h
2025-10-26 18:06:38 -07:00

148 lines
4.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <condition_variable>
#include <mutex>
#include <queue>
#include "Common/Event.h"
#include "Common/Functional.h"
namespace Common
{
class Event;
}
namespace Core
{
class System;
}
namespace PowerPC
{
enum class CPUCore;
}
namespace CPU
{
enum class State
{
Running = 0,
Stepping = 2,
PowerDown = 3
};
class CPUManager
{
public:
explicit CPUManager(Core::System& system);
CPUManager(const CPUManager& other) = delete;
CPUManager(CPUManager&& other) = delete;
CPUManager& operator=(const CPUManager& other) = delete;
CPUManager& operator=(CPUManager&& other) = delete;
~CPUManager();
// Init
void Init(PowerPC::CPUCore cpu_core);
// Shutdown
void Shutdown();
// Starts the CPU
// To be called by the CPU Thread.
void Run();
// Causes shutdown
// Once started, State::PowerDown cannot be stopped.
// Synchronizes with the CPU Thread (waits for CPU::Run to exit).
void Stop();
// Reset [NOT IMPLEMENTED]
void Reset();
// StepOpcode (Steps one Opcode)
void StepOpcode(Common::Event* event = nullptr);
// Enable or Disable Stepping. [Will deadlock if called from a system thread]
void SetStepping(bool stepping);
// Breakpoint activation for system threads. Similar to SetStepping(true).
// NOTE: Unlike SetStepping, this does NOT synchronize with the CPU Thread
// which enables it to avoid deadlocks but also makes it less safe so it
// should not be used by the Host.
void Break();
// This should only be called from the CPU thread
void Continue();
// Shorthand for GetState() == State::Stepping.
// WARNING: State::PowerDown will return false, not just State::Running.
bool IsStepping() const;
// Get current CPU Thread State
State GetState() const;
// Direct State Access (Raw pointer for embedding into JIT Blocks)
// Strictly read-only. A lock is required to change the value.
const State* GetStatePtr() const;
// Locks the CPU Thread (waiting for it to become idle). While this lock is held, the CPU Thread
// will not perform any action so it is safe to access PowerPC, CoreTiming, etc. without racing
// the CPU Thread.
//
// Cannot be used recursively. Cannot be used by System threads as it will deadlock. It is
// threadsafe otherwise.
//
// Each call to PauseAndLock must be paired with a call to RestoreStateAndUnlock. The return value
// for PauseAndLock is whether the state was State::Running or not and should be passed as the
// argument to RestoreStateAndUnlock.
bool PauseAndLock();
void RestoreStateAndUnlock(bool unpause_on_unlock);
// Adds a job to be executed during on the CPU thread. This should be combined with
// PauseAndLock(), as while the CPU is in the run loop, it won't execute the function.
void AddCPUThreadJob(Common::MoveOnlyFunction<void()> function);
private:
void FlushStepSyncEventLocked();
void ExecutePendingJobs(std::unique_lock<std::mutex>& state_lock);
void StartTimePlayedTimer();
void RunAdjacentSystems(bool running);
bool SetStateLocked(State s);
// CPU Thread execution state.
// Requires m_state_change_lock to modify the value.
// Read access is unsynchronized.
State m_state = State::PowerDown;
// Synchronizes SetStepping and PauseAndLock so only one instance can be
// active at a time. Simplifies code by eliminating several edge cases where
// the SetStepping(true)/PauseAndLock(true) case must release the state lock
// and wait for the CPU Thread which would otherwise require additional flags.
// NOTE: When using the stepping lock, it must always be acquired first. If
// the lock is acquired after the state lock then that is guaranteed to
// deadlock because of the order inversion. (A -> X,Y; B -> Y,X; A waits for
// B, B waits for A)
std::mutex m_stepping_lock;
// Protected by m_stepping_lock.
bool m_have_fake_cpu_thread = false;
// Primary lock. Protects changing m_state, requesting instruction stepping and
// pause-and-locking.
std::mutex m_state_change_lock;
// When m_state_cpu_thread_active changes to false
std::condition_variable m_state_cpu_idle_cvar;
// When m_state changes / m_state_paused_and_locked becomes false (for CPU Thread only)
std::condition_variable m_state_cpu_cvar;
bool m_state_cpu_thread_active = false;
bool m_state_paused_and_locked = false;
bool m_state_system_request_stepping = false;
bool m_state_cpu_step_instruction = false;
Common::Event* m_state_cpu_step_instruction_sync = nullptr;
std::queue<Common::MoveOnlyFunction<void()>> m_pending_jobs;
Common::Event m_time_played_finish_sync;
Core::System& m_system;
};
} // namespace CPU