Before:
1. In theory there could be multiple, but in practice they were (manually) cleared before creating one
2. (Some of) the conditions to clear one were either to reach it, to create a new one (due to the point above), or to step. This created weird behavior: let's say you Step Over a `bl` (thus creating a temporary breakpoint on `pc+4`), and you reached a regular breakpoint inside the `bl`. The temporary one would still be there: if you resumed, the emulation would still stop there, as a sort of Step Out. But, if before resuming, you made a Step, then it wouldn't do that.
3. The breakpoint widget had no idea concept of them, and will treat them as regular breakpoints. Also, they'll be shown only when the widget is updated in some other way, leading to more confusion.
4. Because only one breakpoint could exist per address, the creation of a temporary breakpoint on a top of a regular one would delete it and inherit its properties (e.g. being log-only). This could happen, for instance, if you Stepped Over a `bl` specifically, and pc+4 had a regular breakpoint.
Now there can only be one temporary breakpoint, which is automatically cleared whenever emulation is paused. So, removing some manual clearing from 1., and removing the weird behavior of 2. As it is stored in a separate variable, it won't be seen at all depending on the function used (fixing 3., and removing some checks in other places), and it won't replace a regular breakpoint, instead simply having priority (fixing 4.).
Change misleading names.
Fix function usage: Intepreter and Step Out will not check breakpoints in their own wrong way anymore (e.g. breaking on log-only breakpoints).
In theory, our config system supports calling Set from any thread. But
because we have config callbacks that call RunAsCPUThread, it's a lot
more restricted in practice. Calling Set from any thread other than the
host thread or the CPU thread is formally thread unsafe, and calling Set
on the host thread while the CPU thread is showing a panic alert causes
a deadlock. This is especially a problem because 04072f0 made the
"Ignore for this session" button in panic alerts call Set.
Because so many of our config callbacks want their code to run on the
CPU thread, I thought it would make sense to have a centralized way to
move execution to the CPU thread for config callbacks. To solve the
deadlock problem, this new way is non-blocking. This means that threads
other than the CPU thread might continue executing before the CPU thread
is informed of the new config, but I don't think there's any problem
with that.
Intends to fix https://bugs.dolphin-emu.org/issues/13108.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Not doing this can cause desyncs when TASing. (I don't know
how common such desyncs would be, though. For games that
don't change rounding modes, they shouldn't be a problem.)
The main EmuThread (in Core) is responsible for both initialising the
audio stream and shutting it down properly.
When the core is shutting down (when state is State::PowerDown), it is
possible that the CPU or CPU-GPU thread and the UI thread will both
try to stop the audio stream at the same time, which is an issue
because some audio backends such as cubeb are not thread-safe.
This commit prevents the race from ever happening in the first place
by removing the call to AudioCommon::SetSoundStreamRunning from
CPU::RunAdjacentSystems, which is actually completely unnecessary when
shutting down because Core::EmuThread is going to stop the stream and
perform more cleanup anyway.
Should fix https://bugs.dolphin-emu.org/issues/11722
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
This fix a double break bug when hitting a memcheck and hitting play on the same instruction it broke to earlier. The state is put back to CPU_RUNNING after.
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.
Fix Frame Advance and FifoPlayer pause/unpause/stop.
CPU::EnableStepping is not atomic but is called from multiple threads
which races and leaves the system in a random state; also instruction
stepping was unstable, m_StepEvent had an almost random value because
of the dual purpose it served which could cause races where CPU::Run
would SingleStep when it was supposed to be sleeping.
FifoPlayer never FinishStateMove()d which was causing it to deadlock.
Rather than partially reimplementing CPU::Run, just use CPUCoreBase
and then call CPU::Run(). More DRY and less likely to have weird bugs
specific to the player (i.e the previous freezing on pause/stop).
Refactor PowerPC::state into CPU since it manages the state of the
CPU Thread which is controlled by CPU, not PowerPC. This simplifies
the architecture somewhat and eliminates races that can be caused by
calling PowerPC state functions directly instead of using CPU's
(because they bypassed the EnableStepping lock).
This addresses a bit of thread unsafety mentioned in a comment, and
fixes a 'ScheduleEvent_Threadsafe from main thread' message.
To make this work nicely, make PauseAndLock call DeclareAsCPUThread -
i.e. while you have the CPU thread locked, you can consider yourself the
CPU thread.
Change TMemCheck::Action to return whether to break rather than calling
PPCDebugInterface::BreakNow, as this simplified the implementation; then
remove said method, as that was its only caller. One "interface" method
down, many to go...