These files use std::function, std::map, std::deque, std::unique_ptr or std::string_view and got
the header through others, which MSVC's standard library doesn't always do.
A drained MpscQueue node goes onto a free stack shared by every queue of the same type, and a
producer takes that stack whole when its own thread's list runs dry, so once warmed up a push
no longer allocates. That takes the heap allocation back off memory block notifications, the
CPU queue, Vulkan deletes and the GL render queue. A unit test runs several producers against
one consumer over two rounds.
The NpSignin dialog's delays run on emulated time and are saved with the state, so the dialog
behaves the same at any speed and under run-ahead. The time since the last save and savestate
goes; only the standalone frontends' exit prompts read it.
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.
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.
Socket waits now block in select() on the socket plus a wake or cancel
socket (Common/Net/Cancel), so a stop or cancel ends them at once.
- HTTP: cancel flags become net::CancelToken; Connect waits once on all
addresses, receives wait instead of spinning, no DNS retry sleep.
- Adhoc: the friend finder and adhoc server block on their sockets with
a wake socket and a deadline; matching runs on a CoreTiming tick
instead of two threads (savestate section bumped).
- sceNetInet select/poll check without blocking and park the HLE thread,
re-checked from a CoreTiming event until ready or the emulated
timeout.
- Vendor the aemu_postoffice client (was a submodule) with no sleeps:
waits on the socket, close via shutdown and an eventcount, cancelable
connects, and lock-free session slot claims.
- PortManager waits without a timeout; PSP_InitWait replaces the
headless boot poll.
- TimeUtil: sleep_us/sleep_ms only outside the core; sleep_precise,
sleep_random, yield and the Windows timer period are gone.
- Unit test for the socket waits.
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.
Deflate, zlib and gzip streams go through rinflate and rdeflate, zstd
through rzstd, CHD images through rchd, zip archives through
rzip_archive and PNG through rpng. The bundled libraries, their build
glue and the system-library options are gone; adler32 and uncompress
keep zlib's ABI for the prebuilt FFmpeg archives that still call them.
libretro-common is one CMake library that the core, the headless tool
and the unit tests all link.
The reads take shorter paths on the way. CHD decodes straight from the
loader's reads and a range of blocks at a time, and a file read at any
alignment decodes into place; CSO keeps one inflate stream instead of
one per block; a plain ISO serves a file read with one read of its exact
bytes; a stored zip member is read in place and a deflated one through
restart points rather than a copy of the whole image in memory; zip
members decode into the caller's buffer; sequential reads through the
frontend's VFS skip the seek, which also keeps its buffering.
libretro/test reads one image as ISO, CSO, CHD and zip through the block
devices, boots each, and checks the codecs against Python-made vectors;
a CI job runs it.
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.
Achievement badges and game icons don't change, so re-downloading them
daily was wasted. InsertIcon now takes a max age, and each entry saves
its expiry time. Leaderboard avatars get a day, everything else 30 days.
Bumps the cache version.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Icons were kept in icon.cache indefinitely, so one that changes on the
server (a RetroAchievements user avatar, keyed by username) never
refreshed. The insertion timestamp was process-relative, so it couldn't
be compared across sessions. Store wall-clock time, and skip entries
older than a day when loading. Bumps the cache version.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
GetDimensions only answered once a texture had been created, so the first
MeasureNotice for a new icon (and after the texture was released for being
unused) measured without it, and the icon was then drawn over the text.
Read the size from the PNG header when the icon is inserted or loaded.
Also remove a width adjustment in MeasureNotice that was overwritten
before use.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Prune expired failed_ entries, which otherwise grew for the whole
session.
- When CreateTexture fails, wait 5 seconds before decoding and uploading
again, instead of retrying every frame.
- Bind a newly created texture. Callers draw right after BindIconTexture,
and got whatever was bound before for the first frame.
- Make DiskCacheEntry's padding explicit. 32-bit x86 Linux aligns double
to 4, so its icon.cache didn't match other builds. The layout is
unchanged elsewhere.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
HTTPRequest::completed_ was a plain bool set on the download thread, and
naett's res->complete a plain int set on its transfer thread. On ARM, the
thread polling Done() could see the flag before the result code or body
written ahead of it, and report a stale code or a partial body.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Join() deliberately leaks the naett objects of a request still running at
shutdown and parks its sink, so a late chunk lands somewhere valid. But
HTTPSShutdown, which runs right after CancelAll, deleted those sinks, and
the POST body naett reads in place was owned by the request being
destroyed. On Android, where NativeShutdown isn't process exit, a late
WinHTTP/JNI callback could then write to or read from freed memory.
Only free the list when it's empty (that still fixes the leak the delete
was added for), and keep the POST body in the sink.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The key was resized before its length was checked, and the data length
wasn't checked at all, so a corrupt icon.cache could make a multi-GB
allocation and crash every launch. The cache is only saved at a clean
exit, so a bad file stayed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Any 200 response went into the cache, and one that didn't decode (a
captive portal's HTML, or a PNG over the 256x128 limit) was marked bad,
saved to icon.cache and never downloaded again. Remove it and mark it
failed, so MarkPending allows another download after the retry delay.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
UWP compiled naett with the WinHTTP backend but never reported
SYSPROP_SUPPORTS_HTTPS, so achievement traffic and badge icons went over
plain http. When the media server redirected to https, icons failed.
A failed icon download also left the URL marked pending, so it was never
retried for the rest of the session. Mark it failed instead, and let
IconCache retry it after 30 seconds.
The set-completed badge also skipped RemoveHttpsIfNeeded.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Read as an integer, a float's bits are its log2 with the mantissa a
straight line between powers of two, scaled by 2^23, and writing an
integer back is the matching exp2. That's exactly the GE's
approximation, without log2/exp2/floor. pspPow now also returns 1 for
e <= 0 itself, so the callers drop their checks. Shader languages
without integers fall back to a true pow.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pipelines still in the compile queue weren't in flight yet, so the
shader cache load could stop waiting (and the spinner) early.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
There's no swapchain, so reading the backbuffer asserted. Fail the
readback, and have gpu.buffer.screenshot fall back to the displayed
framebuffer.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
These own GPU objects, memory or refcounts in their destructors (or assert
there that they were torn down), so a copy would double-free. Nothing copies
them today; this keeps it that way. The manager base classes cover every
backend's subclass.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The texture and fragment test caches dropped their GLRTexture objects on
DeviceLost without queueing them for deletion, leaking them on every
Android background/resume. The deleter already skips the GL calls when
the context is gone.
- GLRenderManager::ThreadEnd cleared unsubmitted init and render steps
without freeing the data they own. Run them through the dry run instead,
which now also frees stereo matrices and shader code.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.
A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Apple platforms now use the same SIGSEGV/SIGBUS handler as Linux instead of
a Mach exception port. The Mach port was only set on the installing thread,
which is the loader thread, not the one running JIT code. ARM64 had no
context definition at all.
Also pass the thread state (not the mcontext) to the handler, accept SIGBUS
fault codes, and fix restoring a disabled altstack on Darwin.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
MP3 emulation already went through FFmpeg, leaving MiniMp3Audio dead.
The one live user was loading MP3 UI sound effects (custom achievement
sounds), which now splits the file into frames and decodes them with
the FFmpeg MP3 decoder.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
SetError overwrote the first bad section with whichever section a later
error came from, and an error before any section read an uninitialized
curTitle_.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DoMap and DoSet cleared them, but only once the count had been read. A
state truncated right there left the deleted pointers in place, to be
freed again when the failed load reset the game.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Reject sizes past the end of the state before allocating (FPL, PGF,
achievements, SAS grain, savedata list, the memory fast path), fail
instead of desyncing on a SAS voice count mismatch, and free what old
states' paths and shrinking pointer containers dropped.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Containers of pointers are filled with nullptr and then DoClass'd, and
once an error switches the load to MODE_NOOP, every remaining element
called DoState on null.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\mfreadwrite.dll'
The thread 'RecentISOThreadFunc' (9920) has exited with code 0 (0x0).
The thread 'Console' (10488) has exited with code 0 (0x0).
Detected memory leaks!
Dumping objects ->
{17571338} normal block at 0x00000214CC4A3FE0, 16 bytes long.
Data: < Cf > E8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
{17571337} normal block at 0x00000214CC4A3B80, 16 bytes long.
Data: < Cf > C8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Windows\Debugger\Debugger_Disasm.cpp(174) : {17571336} normal block at 0x00000214CD664190, 640 bytes long.
Data: < C > 90 43 F2 C0 F6 7F 00 00 F6 0C 04 00 00 00 00 00
D:\project\memory_leak\ppsspp\UI\NativeApp.cpp(879) : {84582} normal block at 0x00000214CE8C5DB0, 4224 bytes long.
Data: < > 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{2432} normal block at 0x00000214D6255C20, 16 bytes long.
Data: <0 $ > 30 E7 24 D6 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Common\Net\HTTPNaettRequest.cpp(43) : {2431} normal block at 0x00000214D624E730, 32 bytes long.
Data: < \% > 20 5C 25 D6 14 02 00 00 00 00 00 00 00 00 00 00
Object dump complete.
The thread 22000 has exited with code 0 (0x0).
The thread 21248 has exited with code 0 (0x0).
The thread 38104 has exited with code 0 (0x0).
The thread 27860 has exited with code 0 (0x0).
The thread 33240 has exited with code 0 (0x0).
The thread 29352 has exited with code 0 (0x0).
The thread 13964 has exited with code 0 (0x0).
The thread 5640 has exited with code 0 (0x0).
The thread 10528 has exited with code 0 (0x0).
The thread 15252 has exited with code 0 (0x0).
The thread 23016 has exited with code 0 (0x0).
The thread 31424 has exited with code 0 (0x0).
The thread 7000 has exited with code 0 (0x0).
The thread 11620 has exited with code 0 (0x0).
The thread 36264 has exited with code 0 (0x0).
The thread 27248 has exited with code 0 (0x0).
The thread 24780 has exited with code 0 (0x0).
The thread 26228 has exited with code 0 (0x0).
The thread 13676 has exited with code 0 (0x0).
The thread 16828 has exited with code 0 (0x0).
The thread 27388 has exited with code 0 (0x0).
The thread 1668 has exited with code 0 (0x0).
The thread 37272 has exited with code 0 (0x0).
The program '[23456] PPSSPPDebug64.exe' has exited with code 0 (0x0).
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>
Executables outside a bundle (headless) found no Vulkan library. Also try
the app bundle built next to them, the Vulkan SDK's install and Homebrew's.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A frame that never draws to the backbuffer never acquires an image, but
its final submit still waited on the acquire semaphore, which nothing
signals, hanging the GPU. Skip the swap for such frames when finishing
them. This replaces the check for a frame with no steps at all, which
could also set it partway through a frame that acquires later.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
For when there's nothing to present to. Instead of a surface and swapchain,
it renders into images of its own through the VulkanPresentation interface
libretro uses, picking the graphics queue without a surface. Acquiring and
presenting signal and wait on the frame's semaphores with empty submits.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ProtectFunction's thunk saved all of XMM2-15 and RBX around every call,
but the callee preserves XMM6-15 on Windows and RBX everywhere. On
Windows that drops ten 16-byte saves and loads from each protected call.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A request started since the last RequestManager::Update (headless never
calls it) sat in newDownloads_, which CancelAll skipped. It was then
destroyed along with the static g_DownloadManager at exit, and its
destructor removed its progress bar from the already destroyed g_OSD:
"mutex lock failed". Seen with a Netconf dialog still downloading the
infra DNS json when a test ended.
CancelAll now takes the new ones too, and runs at shutdown while g_OSD is
still there. The Netconf json request is also let go of when the emulator
shuts down, rather than living on into the next game.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The C cast is undefined past the int32 range, and x86 makes it INT_MIN, so
round/trunc/ceil/floor/cvt.w.s of anything from 2^31 up gave 0x80000000 on
x86 hosts while the PSP saturates to 0x7fffffff (cpu/fpu/roundmode). Route
all of them through SaturatedFloatToInt, which also covers NaN and inf, and
drop the special cases that did.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>