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PPU: HasBreakpoint fast path when empty
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2afd7707fe
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2 changed files with 19 additions and 1 deletions
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@ -14,6 +14,9 @@ void breakpoint_handler::SetBreakOnBPM(bool break_on_bpm)
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bool breakpoint_handler::HasBreakpoint(u32 loc, bs_t<breakpoint_types> type)
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{
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if (m_empty.load(std::memory_order_acquire))
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return false;
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std::lock_guard lock(mutex_breakpoints);
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return m_breakpoints.contains(loc) && ((m_breakpoints.at(loc) & type) == type);
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@ -28,7 +31,14 @@ bool breakpoint_handler::AddBreakpoint(u32 loc, bs_t<breakpoint_types> type)
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return false;
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}
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return m_breakpoints.insert({loc, type}).second;
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bool result = m_breakpoints.insert({loc, type}).second;
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if (result)
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{
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m_empty.store(false, std::memory_order_release);
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}
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return result;
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}
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bool breakpoint_handler::RemoveBreakpoint(u32 loc)
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@ -50,5 +60,11 @@ bool breakpoint_handler::RemoveBreakpoint(u32 loc)
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{
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ensure(ppu_breakpoint(loc, false));
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}
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if (m_breakpoints.empty())
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{
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m_empty.store(true, std::memory_order_release);
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}
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return true;
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}
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@ -4,6 +4,7 @@
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#include "Utilities/bit_set.h"
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#include <map>
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#include "Utilities/mutex.h"
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#include <atomic>
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enum class breakpoint_types
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{
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@ -46,6 +47,7 @@ private:
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// TODO : generalize to hold multiple games and handle flags.Probably do : std::map<std::string (gameid), std::set<breakpoint>>.
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// Although, externally, they'll only be accessed by loc (I think) so a map of maps may also do?
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shared_mutex mutex_breakpoints;
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std::atomic<bool> m_empty{true};
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std::map<u32, bs_t<breakpoint_types>> m_breakpoints; //! Holds all breakpoints.
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bool m_break_on_bpm = false;
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};
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