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DSPLLE: sort of semi-working breakpoints and stepping, if you flip an #ifdef. more work to do, for some reason it gets very slow when you enable it atm
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3573 8ced0084-cf51-0410-be5f-012b33b47a6e
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19 changed files with 841 additions and 774 deletions
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@ -45,17 +45,12 @@ DSPDebuggerLLE* m_DebuggerFrame = NULL;
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PLUGIN_GLOBALS* globals = NULL;
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DSPInitialize g_dspInitialize;
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Common::Thread *g_hDSPThread = NULL;
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SoundStream *soundStream = NULL;
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#define GDSP_MBOX_CPU 0
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#define GDSP_MBOX_DSP 1
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bool bCanWork = false;
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bool bIsRunning = false;
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//////////////////////////////////////////////////////////////////////////
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// UGLY wxw stuff, TODO fix up
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// UGLY WxW stuff, TODO fix up
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// wxWidgets: Create the wxApp
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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@ -188,14 +183,14 @@ THREAD_RETURN dsp_thread(void* lpParameter)
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void DSP_DebugBreak()
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{
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#if defined(HAVE_WX) && HAVE_WX
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if(m_DebuggerFrame)
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m_DebuggerFrame->DebugBreak();
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// if (m_DebuggerFrame)
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// m_DebuggerFrame->DebugBreak();
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#endif
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}
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void Initialize(void *init)
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{
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bCanWork = true;
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bool bCanWork = true;
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g_dspInitialize = *(DSPInitialize*)init;
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g_Config.Load();
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@ -324,7 +319,7 @@ void DSP_Update(int cycles)
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// If we're not on a thread, run cycles here.
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if (!g_dspInitialize.bOnThread)
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{
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DSPInterpreter::RunCycles(cycles);
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DSPCore_RunCycles(cycles);
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}
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}
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@ -347,8 +342,8 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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// so each sample now triggers the sound stream)
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// TODO: think about this.
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//static int counter = 0;
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//counter++;
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// static int counter = 0;
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// counter++;
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if (/*(counter & 31) == 0 &&*/ soundStream)
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soundStream->Update();
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}
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