shadPS4/src/core/debug_state.cpp
Vinicius Rangel edc027a8bc
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Devtools IV (#1910)
* devtools: fix popen in non-windows environment

* devtools: fix frame crash assertion when hidden

* devtools: add search to shader list

* devtools: add copy name to shader list

* devtools: frame dump: search by shader name
2024-12-26 23:08:47 +02:00

216 lines
7.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <imgui.h>
#include "common/assert.h"
#include "common/native_clock.h"
#include "common/singleton.h"
#include "debug_state.h"
#include "devtools/widget/common.h"
#include "libraries/kernel/time.h"
#include "libraries/system/msgdialog.h"
#include "video_core/amdgpu/pm4_cmds.h"
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
using namespace DebugStateType;
DebugStateImpl& DebugState = *Common::Singleton<DebugStateImpl>::Instance();
static ThreadID ThisThreadID() {
#ifdef _WIN32
return GetCurrentThreadId();
#else
return pthread_self();
#endif
}
static void PauseThread(ThreadID id) {
#ifdef _WIN32
auto handle = OpenThread(THREAD_SUSPEND_RESUME, FALSE, id);
SuspendThread(handle);
CloseHandle(handle);
#else
pthread_kill(id, SIGUSR1);
#endif
}
static void ResumeThread(ThreadID id) {
#ifdef _WIN32
auto handle = OpenThread(THREAD_SUSPEND_RESUME, FALSE, id);
ResumeThread(handle);
CloseHandle(handle);
#else
pthread_kill(id, SIGUSR1);
#endif
}
void DebugStateImpl::AddCurrentThreadToGuestList() {
std::lock_guard lock{guest_threads_mutex};
const ThreadID id = ThisThreadID();
guest_threads.push_back(id);
}
void DebugStateImpl::RemoveCurrentThreadFromGuestList() {
std::lock_guard lock{guest_threads_mutex};
const ThreadID id = ThisThreadID();
std::erase_if(guest_threads, [&](const ThreadID& v) { return v == id; });
}
void DebugStateImpl::PauseGuestThreads() {
using namespace Libraries::MsgDialog;
std::unique_lock lock{guest_threads_mutex};
if (is_guest_threads_paused) {
return;
}
if (ShouldPauseInSubmit()) {
waiting_submit_pause = false;
should_show_frame_dump = true;
}
bool self_guest = false;
ThreadID self_id = ThisThreadID();
for (const auto& id : guest_threads) {
if (id == self_id) {
self_guest = true;
} else {
PauseThread(id);
}
}
pause_time = Libraries::Kernel::Dev::GetClock()->GetUptime();
is_guest_threads_paused = true;
lock.unlock();
if (self_guest) {
PauseThread(self_id);
}
}
void DebugStateImpl::ResumeGuestThreads() {
std::lock_guard lock{guest_threads_mutex};
if (!is_guest_threads_paused) {
return;
}
u64 delta_time = Libraries::Kernel::Dev::GetClock()->GetUptime() - pause_time;
Libraries::Kernel::Dev::GetInitialPtc() += delta_time;
for (const auto& id : guest_threads) {
ResumeThread(id);
}
is_guest_threads_paused = false;
}
void DebugStateImpl::RequestFrameDump(s32 count) {
ASSERT(!DumpingCurrentFrame());
gnm_frame_dump_request_count = count;
frame_dump_list.clear();
frame_dump_list.resize(count);
const auto f = gnm_frame_count.load() + 1;
for (size_t i = 0; i < count; ++i) {
frame_dump_list[i].frame_id = f + i;
}
waiting_submit_pause = true;
}
void DebugStateImpl::PushQueueDump(QueueDump dump) {
ASSERT(DumpingCurrentFrame());
std::unique_lock lock{frame_dump_list_mutex};
auto& frame = GetFrameDump();
{ // Find draw calls
auto data = std::span{dump.data};
auto initial_data = data.data();
while (!data.empty()) {
const auto* header = reinterpret_cast<const AmdGpu::PM4Type3Header*>(data.data());
const auto type = header->type;
if (type == 2) {
data = data.subspan(1);
} else if (type != 3) {
UNREACHABLE();
}
const AmdGpu::PM4ItOpcode opcode = header->opcode;
if (Core::Devtools::Widget::IsDrawCall(opcode)) {
const auto offset =
reinterpret_cast<uintptr_t>(header) - reinterpret_cast<uintptr_t>(initial_data);
const auto addr = dump.base_addr + offset;
waiting_reg_dumps.emplace(addr, &frame);
waiting_reg_dumps_dbg.emplace(
addr,
fmt::format("#{} h({}) queue {} {} {}",
frame_dump_list.size() - gnm_frame_dump_request_count, addr,
magic_enum::enum_name(dump.type), dump.submit_num, dump.num2));
}
data = data.subspan(header->NumWords() + 1);
}
}
frame.queues.push_back(std::move(dump));
}
std::optional<RegDump*> DebugStateImpl::GetRegDump(uintptr_t base_addr, uintptr_t header_addr) {
const auto it = waiting_reg_dumps.find(header_addr);
if (it == waiting_reg_dumps.end()) {
return std::nullopt;
}
auto& frame = *it->second;
waiting_reg_dumps.erase(it);
waiting_reg_dumps_dbg.erase(waiting_reg_dumps_dbg.find(header_addr));
return &frame.regs[header_addr - base_addr];
}
void DebugStateImpl::PushRegsDump(uintptr_t base_addr, uintptr_t header_addr,
const AmdGpu::Liverpool::Regs& regs) {
std::scoped_lock lock{frame_dump_list_mutex};
auto dump = GetRegDump(base_addr, header_addr);
if (!dump) {
return;
}
(*dump)->regs = regs;
for (int i = 0; i < RegDump::MaxShaderStages; i++) {
if ((*dump)->regs.stage_enable.IsStageEnabled(i)) {
auto stage = (*dump)->regs.ProgramForStage(i);
if (stage->address_lo != 0) {
const auto& info = AmdGpu::Liverpool::SearchBinaryInfo(stage->Address<u32*>());
auto code = stage->Code();
(*dump)->stages[i] = PipelineShaderProgramDump{
.name = Vulkan::PipelineCache::GetShaderName(Shader::StageFromIndex(i),
info.shader_hash),
.hash = info.shader_hash,
.user_data = *stage,
.code = std::vector<u32>{code.begin(), code.end()},
};
}
}
}
}
void DebugStateImpl::PushRegsDumpCompute(uintptr_t base_addr, uintptr_t header_addr,
const CsState& cs_state) {
std::scoped_lock lock{frame_dump_list_mutex};
auto dump = GetRegDump(base_addr, header_addr);
if (!dump) {
return;
}
(*dump)->is_compute = true;
auto& cs = (*dump)->regs.cs_program;
cs = cs_state;
const auto& info = AmdGpu::Liverpool::SearchBinaryInfo(cs.Address<u32*>());
(*dump)->cs_data = PipelineComputerProgramDump{
.name = Vulkan::PipelineCache::GetShaderName(Shader::Stage::Compute, info.shader_hash),
.hash = info.shader_hash,
.cs_program = cs,
.code = std::vector<u32>{cs.Code().begin(), cs.Code().end()},
};
}
void DebugStateImpl::CollectShader(const std::string& name, Shader::LogicalStage l_stage,
vk::ShaderModule module, std::span<const u32> spv,
std::span<const u32> raw_code, std::span<const u32> patch_spv,
bool is_patched) {
shader_dump_list.emplace_back(name, l_stage, module, std::vector<u32>{spv.begin(), spv.end()},
std::vector<u32>{raw_code.begin(), raw_code.end()},
std::vector<u32>{patch_spv.begin(), patch_spv.end()}, is_patched);
}