Splitting up debugger.h.
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_DEBUG_DEBUG_LISTENER_H_
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#define XENIA_DEBUG_DEBUG_LISTENER_H_
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#include "xenia/cpu/thread_state.h"
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#include "xenia/debug/breakpoint.h"
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namespace xe {
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namespace kernel {
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class XThread;
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} // namespace kernel
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} // namespace xe
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namespace xe {
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namespace debug {
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// Debug event listener interface.
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// Implementations will receive calls from arbitrary threads and must marshal
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// them as required.
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class DebugListener {
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public:
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// Handles request for debugger focus (such as when the user requests the
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// debugger be brought to the front).
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virtual void OnFocus() = 0;
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// Handles the debugger detaching from the target.
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// This will be called on shutdown or when the user requests the debug session
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// end.
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virtual void OnDetached() = 0;
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// Handles execution being interrupted and transitioning to
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// ExceutionState::kPaused.
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virtual void OnExecutionPaused() = 0;
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// Handles execution continuing when transitioning to
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// ExecutionState::kRunning or ExecutionState::kStepping.
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virtual void OnExecutionContinued() = 0;
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// Handles execution ending when transitioning to ExecutionState::kEnded.
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virtual void OnExecutionEnded() = 0;
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// Handles step completion events when a requested step operation completes.
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// The thread is the one that hit its step target. Note that because multiple
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// threads could be stepping simultaneously (such as a run-to-cursor) use the
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// thread passed instead of keeping any other state.
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virtual void OnStepCompleted(xe::kernel::XThread* thread) = 0;
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// Handles breakpoint events as they are hit per-thread.
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// Breakpoints may be hit during stepping.
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virtual void OnBreakpointHit(Breakpoint* breakpoint,
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xe::kernel::XThread* thread) = 0;
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};
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} // namespace debug
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} // namespace xe
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#endif // XENIA_DEBUG_DEBUG_LISTENER_H_
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@ -26,6 +26,8 @@
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/debug/breakpoint.h"
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#include "xenia/debug/debug_listener.h"
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#include "xenia/debug/thread_execution_info.h"
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DECLARE_bool(debug);
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@ -53,118 +55,6 @@ enum class ExecutionState {
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kEnded,
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};
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// Per-XThread structure holding debugger state and a cache of the sampled call
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// stack.
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//
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// In most cases debug consumers should rely only on data in this structure as
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// it is never removed (even when a thread is destroyed) and always available
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// even when running.
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struct ThreadExecutionInfo {
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ThreadExecutionInfo();
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~ThreadExecutionInfo();
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enum class State {
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// Thread is alive and running.
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kAlive,
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// Thread is in a wait state.
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kWaiting,
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// Thread has exited but not yet been killed.
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kExited,
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// Thread has been killed.
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kZombie,
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};
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// XThread::thread_id(), unique to the thread for the run of the emulator.
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uint32_t thread_id = 0;
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// XThread::handle() of the thread.
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// This will be invalidated when the thread dies.
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uint32_t thread_handle = 0;
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// Target XThread, if it has not been destroyed.
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// TODO(benvanik): hold a ref here to keep zombie threads around?
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kernel::XThread* thread = nullptr;
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// Current state of the thread.
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State state = State::kAlive;
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// Whether the debugger has forcefully suspended this thread.
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bool suspended = false;
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// A breakpoint managed by the stepping system, installed as required to
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// trigger a break at the next instruction.
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std::unique_ptr<StepBreakpoint> step_breakpoint;
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// A breakpoint managed by the stepping system, installed as required to
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// trigger after a step over a disabled breakpoint.
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// When this breakpoint is hit the breakpoint referenced in
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// restore_original_breakpoint will be reinstalled.
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// Breakpoint restore_step_breakpoint;
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// If the thread is stepping over a disabled breakpoint this will point to
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// that breakpoint so it can be restored.
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// Breakpoint* restore_original_breakpoint = nullptr;
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// Last-sampled PPC context.
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// This is updated whenever the debugger stops.
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xe::cpu::ppc::PPCContext guest_context;
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// Last-sampled host x64 context.
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// This is updated whenever the debugger stops and must be used instead of any
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// value taken from the StackWalker as it properly respects exception stacks.
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X64Context host_context;
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// A single frame in a call stack.
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struct Frame {
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// PC of the current instruction in host code.
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uint64_t host_pc = 0;
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// Base of the function the current host_pc is located within.
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uint64_t host_function_address = 0;
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// PC of the current instruction in guest code.
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// 0 if not a guest address or not known.
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uint32_t guest_pc = 0;
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// Base of the function the current guest_pc is located within.
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uint32_t guest_function_address = 0;
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// Function the current guest_pc is located within.
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cpu::Function* guest_function = nullptr;
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// Name of the function, if known.
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// TODO(benvanik): string table?
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char name[256] = {0};
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};
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// Last-sampled call stack.
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// This is updated whenever the debugger stops.
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std::vector<Frame> frames;
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};
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// Debug event listener interface.
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// Implementations will receive calls from arbitrary threads and must marshal
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// them as required.
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class DebugListener {
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public:
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// Handles request for debugger focus (such as when the user requests the
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// debugger be brought to the front).
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virtual void OnFocus() = 0;
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// Handles the debugger detaching from the target.
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// This will be called on shutdown or when the user requests the debug session
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// end.
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virtual void OnDetached() = 0;
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// Handles execution being interrupted and transitioning to
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// ExceutionState::kPaused.
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virtual void OnExecutionPaused() = 0;
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// Handles execution continuing when transitioning to
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// ExecutionState::kRunning or ExecutionState::kStepping.
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virtual void OnExecutionContinued() = 0;
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// Handles execution ending when transitioning to ExecutionState::kEnded.
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virtual void OnExecutionEnded() = 0;
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// Handles step completion events when a requested step operation completes.
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// The thread is the one that hit its step target. Note that because multiple
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// threads could be stepping simultaneously (such as a run-to-cursor) use the
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// thread passed instead of keeping any other state.
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virtual void OnStepCompleted(xe::kernel::XThread* thread) = 0;
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// Handles breakpoint events as they are hit per-thread.
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// Breakpoints may be hit during stepping.
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virtual void OnBreakpointHit(Breakpoint* breakpoint,
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xe::kernel::XThread* thread) = 0;
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};
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class Debugger {
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public:
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explicit Debugger(Emulator* emulator);
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@ -0,0 +1,20 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/debug/thread_execution_info.h"
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namespace xe {
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namespace debug {
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ThreadExecutionInfo::ThreadExecutionInfo() = default;
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ThreadExecutionInfo::~ThreadExecutionInfo() = default;
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} // namespace debug
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} // namespace xe
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@ -0,0 +1,108 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_DEBUG_THREAD_EXECUTION_INFO_H_
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#define XENIA_DEBUG_THREAD_EXECUTION_INFO_H_
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#include <vector>
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#include "xenia/base/x64_context.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/debug/breakpoint.h"
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namespace xe {
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namespace kernel {
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class XThread;
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} // namespace kernel
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} // namespace xe
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namespace xe {
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namespace debug {
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// Per-XThread structure holding debugger state and a cache of the sampled call
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// stack.
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//
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// In most cases debug consumers should rely only on data in this structure as
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// it is never removed (even when a thread is destroyed) and always available
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// even when running.
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struct ThreadExecutionInfo {
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ThreadExecutionInfo();
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~ThreadExecutionInfo();
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enum class State {
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// Thread is alive and running.
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kAlive,
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// Thread is in a wait state.
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kWaiting,
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// Thread has exited but not yet been killed.
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kExited,
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// Thread has been killed.
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kZombie,
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};
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// XThread::thread_id(), unique to the thread for the run of the emulator.
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uint32_t thread_id = 0;
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// XThread::handle() of the thread.
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// This will be invalidated when the thread dies.
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uint32_t thread_handle = 0;
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// Target XThread, if it has not been destroyed.
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// TODO(benvanik): hold a ref here to keep zombie threads around?
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kernel::XThread* thread = nullptr;
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// Current state of the thread.
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State state = State::kAlive;
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// Whether the debugger has forcefully suspended this thread.
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bool suspended = false;
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// A breakpoint managed by the stepping system, installed as required to
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// trigger a break at the next instruction.
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std::unique_ptr<StepBreakpoint> step_breakpoint;
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// A breakpoint managed by the stepping system, installed as required to
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// trigger after a step over a disabled breakpoint.
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// When this breakpoint is hit the breakpoint referenced in
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// restore_original_breakpoint will be reinstalled.
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// Breakpoint restore_step_breakpoint;
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// If the thread is stepping over a disabled breakpoint this will point to
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// that breakpoint so it can be restored.
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// Breakpoint* restore_original_breakpoint = nullptr;
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// Last-sampled PPC context.
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// This is updated whenever the debugger stops.
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xe::cpu::ppc::PPCContext guest_context;
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// Last-sampled host x64 context.
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// This is updated whenever the debugger stops and must be used instead of any
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// value taken from the StackWalker as it properly respects exception stacks.
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X64Context host_context;
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// A single frame in a call stack.
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struct Frame {
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// PC of the current instruction in host code.
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uint64_t host_pc = 0;
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// Base of the function the current host_pc is located within.
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uint64_t host_function_address = 0;
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// PC of the current instruction in guest code.
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// 0 if not a guest address or not known.
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uint32_t guest_pc = 0;
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// Base of the function the current guest_pc is located within.
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uint32_t guest_function_address = 0;
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// Function the current guest_pc is located within.
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cpu::Function* guest_function = nullptr;
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// Name of the function, if known.
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// TODO(benvanik): string table?
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char name[256] = {0};
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};
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// Last-sampled call stack.
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// This is updated whenever the debugger stops.
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std::vector<Frame> frames;
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};
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} // namespace debug
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} // namespace xe
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#endif // XENIA_DEBUG_THREAD_EXECUTION_INFO_H_
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