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.
The POSIX path used mlock() as though it were a mutex. mlock only pins pages in
RAM - it provides no mutual exclusion at all, so the read-modify-write of the
cross-process instance counter was unsynchronized. Two instances launched at the
same moment could both come away with PPSSPP_ID == 1, at which point both pass
IsFirstInstance() and write ppsspp.ini over each other, and both compute the same
adhoc local IP. Take an advisory lock on the shm fd instead. (The Windows path was
already fine - it uses a named mutex.)
Also, next/total are uint8_t in a segment that outlives the processes using it, so
next climbs across runs and wraps. Landing on 0 is worse than it looks: it isn't a
valid instance id, IsFirstInstance() fails, and config saving is silently disabled
from then on. Skip past it on wrap.
* 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