Files
Henrik RydgårdandClaude Opus 5.5 24017a1ba4 GE debugger: Fix the stepping request handshake
- Wait on actionComplete instead of a bare condition variable wait, which
  could miss the wakeup and hang until resume.
- Serialize requesters, so two debuggers can't overwrite each other's
  action, and make SetCmdValue/FlushDrawing wait too.
- Give up and withdraw the request when stepping ends, instead of waiting
  forever (this deadlocked game shutdown against the Win32 GE debugger).
- Run requests during CPU stepping, which already accepted them.
- Clear the stepping state on Core_Resume from GE stepping and on
  GPU_Shutdown.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-09-29 09:49:10 -06:00

54 lines
1.9 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <functional>
#include "Common/CommonTypes.h"
#include "Core/Core.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
namespace GPUStepping {
// Should be called from the emu thread.
// Begins stepping and increments the stepping counter while inside a lock.
bool EnterStepping(CoreState coreState);
bool IsStepping();
void ResumeFromStepping();
// Clears all stepping state, for game shutdown.
void Reset();
int GetSteppingCounter();
// Called from the emu thread.
bool ProcessStepping();
// NOTE: These are only usable from non-EmuThread threads.
bool GPU_GetOutputFramebuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentFramebuffer(const GPUDebugBuffer *&buffer, GPUDebugFramebufferType type);
bool GPU_GetCurrentDepthbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentStencilbuffer(const GPUDebugBuffer *&buffer);
bool GPU_GetCurrentTexture(const GPUDebugBuffer *&buffer, int level, bool *isFramebuffer);
bool GPU_GetCurrentClut(const GPUDebugBuffer *&buffer);
bool GPU_SetCmdValue(u32 op);
bool GPU_FlushDrawing();
// Can be used to highlight differences in a debugger.
const GEState &LastState();
};