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 libretro core is the frontend, and the headless tools are the test and
debugging hosts. The Windows, UWP, Android, iOS, macOS and SDL apps, the UI
framework and imgui go, along with what only they used: the Win32 debugger
hooks (g_frameMutex, the shutdown lock), JNI thread attachment, the Android
text drawer, RAIntegration, Discord, recent files, game installs, tilt input,
the audio resamplers, the control mapper, memstick moving and the remote ISO
and upload server modes. The web server keeps the debugger. The MSVC, Gradle
and ndk-build projects go too.
The core no longer sleeps to pace itself: the frontend runs retro_run at
its own rate, so the frame throttle, the idle-vblank delay and the real
clock sync event (and its core option) are gone, and a stepping CPU hands
straight back instead of waiting 2 ms. Waits that polled now park on a
lock-free eventcount through Common/Thread/ParkingLot and are woken by
whoever changes the state: a paused GL emu thread, which also queues a
marker behind its last frame so pausing runs the render queue up to it
instead of polling; async I/O results; the software renderer when its
queue is full; Vulkan pipeline compiles; and debugger requests once
stepping ends. Boot joins the loader thread, cache shutdown joins its
read-ahead thread, and the slow-I/O simulation is removed.
The path browser, the HTTP and WebSocket servers, the Windows console and
the game info cache are left out of the core build. libretro/test gains
lrgltest, which drives the GL backend on a surfaceless EGL context through
every path that pauses or stops the emu thread; run.sh and the image
checks CI job run it on llvmpipe.
System_AudioPushSamples converts straight into the output buffer: the
block loop never advanced the source pointer and copied numSamples*2
int16s out of a 2048-sample stack buffer, a stack OOB read for any push
over 1024 frames. Realloc failure drops samples instead of crashing and
log_cb is NULL-checked. retro_serialize refuses to write a state larger
than the frontend's buffer, retro_get_memory_data/size return nothing
until PSP memory is mapped, deferred unserialize no longer leaks the
previous buffer, and the cheat entry points stop leaking a CWCheatEngine
per call.
The emu thread acknowledges a pause with a CAS so it cannot clobber a
concurrent quit request. EmuThreadStop stops and joins from any live
state, so unloading while paused no longer leaves a thread running over
freed state. EmuThreadPause pumps queued frames until the thread parks,
via a new non-blocking GLRenderManager::HasQueuedThreadWork() check,
instead of draining one frame, which deadlocked when the thread was
blocked on a readback sync in the next frame. retro_run resumes a paused
thread and pauses it before check_variables() rewrites g_Config,
retro_reset stops it before PSP_Shutdown(), and the sleep_ms(4) after
resume is gone.
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.
What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.
Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The log manager had a single external-callback slot, but the WebSocket
debugger registers one per *connection* - LogBroadcaster is a local in the
per-connection handler. So with two clients attached (the bundled JS debugger
in a browser and Tools/wsdbg, say) the second one to connect silently took the
log stream away from the first, and then whichever disconnected first cleared
the slot and stopped delivery to the other as well. A one-shot wsdbg command is
enough to do it: connect, take the stream, exit, and the long-lived listener
that was watching the log goes quiet with nothing to say why.
Make it a list with add/remove by handle. The dispatch loop holds the lock
across the callbacks so a listener can't be freed while one is running - which
is what lets LogBroadcaster delete its listener straight after removing it.
Enabling and disabling LogOutput::ExternalCallback belongs to the list now, and
disabling only happens when the last callback goes away.
libretro registers one of these too, and never removes it; it just moves to the
new call. It can't actually collide with the debugger - the libretro build
doesn't compile Core/Debugger/WebSocket at all - but there's no reason for it
to keep using an API that only has room for one caller.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three frames in flight showed no performance benefit over two, so drop
the option and clamp existing configs (and the default) down to 2.
The now-unused "Up to 2" translation keys are left in place.
Fixes#21419
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
c42a3f070a removed PAUSE_REQUESTED, which turned the acknowledge-wait in
EmuThreadPause() into dead code: emuThreadState is set to PAUSED on the line
above the `while (emuThreadState != PAUSED)` poll, so pause returns without the
emu thread parked at a frame boundary. retro_serialize / retro_unserialize then
race the GL ThreadFrame handshake and can deadlock the emu thread under periodic
save-states.
Restore the minimal handshake: EmuThreadPause() requests the pause, the emu
thread transitions PAUSE_REQUESTED -> PAUSED at its own frame boundary, and
retro_run treats the request window as paused. START_REQUESTED stays removed and
the new shutdown path is untouched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
0ed6b97921 added inline no-op stubs to WebSocket.h under __LIBRETRO__, but the
older non-inline ones in libretro.cpp stayed, so every libretro build has had two
definitions of each. gcc/clang inline the trivial bodies away and emit no symbol,
so it only shows up with MSVC, as LNK2005 against Core.o/Breakpoints.o.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FzzCUp8y1ahgVueb1Cq92Y
A breakpoint hit reached a WebSocket client as two fields on cpu.stepping: a
reason string and one address. Everything else the hit site knew was formatted
into a log line and dropped.
What was missing per kind:
- exec: hit count, condition, symbol.
- memory: the address actually accessed, read vs write, size, and who did it.
The address that reached the client was the *start of the watched range*, so a
client watching 4KB learned only that something in it was touched.
- register: which register. Entirely - the event carried pc and nothing else.
There's now a BreakpointHit captured where the hit happens and carried through
Core_Break() on the stepping reason, rendered as a "hit" object on cpu.stepping.
It's absent rather than empty when the break wasn't a breakpoint (a pause, a
savestate load, an exception), so presence is the test. relatedAddress keeps
reporting the range start for compatibility; hit.address is the accurate one.
The formatter is shared with the new event below, so the two can't drift.
And a new cpu.breakpoint.hit broadcast fires on *every* hit whose condition
passes, whether or not it stops the CPU. That's the part that makes log-only
breakpoints usable for automation: until now their only trace was a line in the
log stream, so a client couldn't count hits, or react to one, without scraping
text. Same "hit" object, plus a sequence number.
Volume needed handling, since a log-only breakpoint in a hot loop produces
events far faster than a connection drains them - measured 13719 hits in three
seconds of one homebrew's draw function. The per-connection queue is capped and
drops rather than growing without bound, and the sequence number is what makes
that honest: a gap tells a client exactly how many it missed. Clients that don't
want the traffic at all can disallow the new "breakpoint" broadcast category.
Building the hit record is skipped entirely when no debugger is connected, which
is one relaxed atomic load on that path.
Verified against a running game, all three kinds. The memory case shows why the
address/range split matters - accessed address 200540160 against a watched range
starting at 200941120, with source "ThreadFillStack" identifying the HLE call
responsible.
libretro gets stubs: it builds Core.cpp and Breakpoints.cpp but not
Core/Debugger/WebSocket.cpp.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
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.
PointerWrap tracked no end-of-buffer, so DoState() implementations could
read past the end of a crafted or truncated savestate via DoVoid's
unchecked memcpy, and DoVector could resize to an attacker-controlled
size before reading.
- PointerWrap now tracks a read end; DoVoid/ExpectVoid fail (MODE_NOOP)
before reading out of bounds.
- String reads are bounds-checked for the whole string including NUL.
- DoVector rejects sizes that can't fit in the remaining buffer.
- LoadPtr takes the buffer size and sets the read end.
- Capping the decompression buffer allocation in LoadFile.
System_AudioPushSamples() runs on the emu thread when one is active
(GL/GLCore backends) and appends to / reallocs output_audio_buffer,
while retro_run() on the libretro thread reads .data/.size and resets
.size in upload_output_audio_buffer(), unsynchronized. A realloc on
the emu thread can free the pointer while audio_batch_cb() reads it.
Guard the four access sites with a mutex (<mutex> was already included
in this file, unused). The lock is held across audio_batch_cb() — no
second buffer; worst case the emu thread briefly backpressures while
the frontend syncs audio. Behavior is otherwise unchanged.