The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.
State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.
The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.
A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
System.cpp stamped BootState::Complete unconditionally after InitGPU(), overwriting
the Failed that InitGPU sets when GPU_Init() fails - after it has already run
CPU_Shutdown(). PSP_InitUpdate then took the success path on a core that no longer
existed, down to a null Memory::base, and the first guest access dereferenced it.
InitGPU now reports failure and both callers honor it. (The libretro path had the
same problem from the other direction: it calls InitGPU after the Failed check.)
HandleAssert called g_assertCancelCallback directly on the IDCANCEL path, without
the null check its own BreakIntoPSPDebugger() helper does - and EmuScreen clears the
callback when a game is unloaded. So any assert after returning to the menu turned
"Cancel: skip and break into PPSSPP debugger" into a null jump, from the one button
whose entire purpose is surviving the assert.
__CheatDoState registered the cheat event type when the savestate had no CwCheat
section, but never scheduled it. CoreTiming::DoState has already swapped in the
state's event queue by then, which doesn't contain one either - so loading an old
savestate silently killed cheats, and the enable/disable polling with them, for the
rest of the session.
Achievements::ChangeUMD set g_isIdentifying and returned without clearing it when
hashing failed, leaving IsBlockingExecution() true forever - EmuScreen stops running
the CPU and the game is frozen until restart. Reachable from a disc swap on any ISO
whose PARAM.SFO or EBOOT.BIN can't be read.
x64Analyzer routed opcode 0x88 into the write path but had no case for it, so it hit
the default, logged from inside the crash handler, and failed. 0x88 is exactly what
the x64 JIT emits for a guest sb, so MemFault could never skip or ignore a bad byte
store the way it can a word one. Handle the 8-bit forms, and drop the 0x8a/0x8b cases
in the read path that the same 0xF0 mask made unreachable. Covered by a new
CheckAnalyze case, which fails without this change.
314 pspautotests pass, all unit tests pass.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!