Readback buffers are allocated when the readback is recorded rather than on the render thread,
so only the thread that records frames touches VMA. The allocator is created externally
synchronized, and VMA is built with no-op mutexes and plain counters instead of std::mutex and
std::atomic.
Headless runs Vulkan offscreen in builds without SDL too, and CI runs the headless tests on
lavapipe, skipping the pixel tests a hardware backend doesn't match the software references on.
sleep_ms and sleep_us go, with the thread manager test waiting on an event instead, and so does
the unused portable-file-dialogs header.
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.
GetRenderPass() looks up and inserts into renderPasses_ from the main thread
(EndCurRenderStep, CreateGraphicsPipeline) and from the render thread
(PerformBindFramebufferAsRenderTarget), unsynchronized. The render thread really
does insert rather than only hit: PreprocessSteps rewrites the load actions to
CLEAR when it merges a clear-only pass into a later one, after the main thread
already looked up the pre-merge key. DenseHashMap::Insert can Grow(), which
reallocates the buckets out from under a concurrent Get().
VKRRenderPass::Get() has the same problem one level down - it creates the passes
lazily and is called from both threads on the same object, so two threads hitting
an empty slot each create a pass and one gets overwritten and leaked, while the
sample-count branch can queue a pass for deletion that the other thread is about
to hand to vkCreateGraphicsPipelines.
A mutex each. Handing the VKRRenderPass pointer out from under the map lock is
fine, entries are only ever erased all at once in DestroyDeviceObjects.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
libretro/libretro_vulkan.cpp got PPSSPP's libretro core working with
RetroArch's Vulkan integration by globally monkey-patching PPSSPP's Vulkan
loader function pointers (vkCreateInstance, vkCreateDevice,
vkCreateSwapchainKHR, vkAcquireNextImageKHR, vkQueuePresentKHR,
vkQueueSubmit, etc.) so the unmodified VulkanContext class would end up
wrapping RetroArch's already-existing VkInstance/VkDevice instead of
creating its own, and so a fake VkSwapchainKHR (a self-managed array of
images synced against RetroArch's retro_hw_render_interface_vulkan
callbacks) could stand in for the real swapchain that libretro's Vulkan
model doesn't have. Flagged in-code as "a wacky wrapper".
Replaces that with first-class support in VulkanContext for the two things
libretro actually needs:
- Adopting an externally-created instance/device instead of faking
vkCreateInstance/vkCreateDevice: VulkanContext::CreateInstanceExternal()
adopts RetroArch's VkInstance; CreateDevice() gained optional
extraDeviceExtensions/extraRequiredFeatures params so RetroArch's
requirements get merged into a real vkCreateDevice() call;
ownsInstance_/ownsDevice_ flags (the latter set via
SetDeviceExternallyOwned()) mean DestroyInstance()/DestroyDevice() skip
the real vkDestroy* calls when something else owns the object, without
needing to intercept anything. VulkanLoader gained
VulkanLoadFromGetInstanceProcAddr() for bootstrapping from a
host-supplied proc-addr getter instead of dlopen/dlsym-ing the loader
ourselves - vkGetDeviceProcAddr is resolved via the real instance handle
(not NULL), since per the Vulkan spec it's not one of the handful of
commands queryable with a NULL instance.
- A pluggable presentation backend (Common/GPU/Vulkan/VulkanPresentation.h)
for hosts with no real VK_KHR_swapchain, replacing the fake-swapchain-
handle trick. VulkanContext::GetPresentation() is null by default, so
every existing platform's real-swapchain code path is untouched;
libretro/LibretroVulkanPresentation implements this interface directly
against retro_hw_render_interface_vulkan, as real class state instead of
file-scope globals. Several pieces of state that are normally only
populated as a side effect of ReinitSurface()/InitSwapchain() - the
graphics queue/queue family index (ChooseQueue() is entangled with
real-surface presentation-support checks), the swapchain format, and
the available present modes - needed presentation-aware fallbacks since
libretro never calls that real-surface path at all.
libretro/LibretroVulkanContext.cpp now drives VulkanContext's real, public
API directly - no more hijacked function pointers, no more fake surface or
swapchain. libretro/libretro_vulkan.cpp is deleted.
Verified with a full build+run in RetroArch (not just compile-time
checks): the libretro Makefile doesn't track header dependencies
(cl.exe doesn't support -MMD/-MP, and Makefile.common never sets up an
equivalent), so a `make clean` full rebuild is required after any header
change to avoid linking stale object code from before the change - several
of the fixes above were initially masked by exactly that.
We can't create a swapchain in this case but we still want emulation to
keep running. So we ditch the last renderpass in VulkanQueueRunner but
run all the rest (if PauseWhenMinimized isn't set).
Now works without any validation errors or hangs.
* 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