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 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.
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>
DrawEngineGLES already knows that every index it generates is below the
decoded/transformed vertex count, but only passed the count to
glDrawElements. Drivers that need the vertex range before vertex
shading, like Mesa's Panfrost, then scan the index data on the CPU for
every draw, and their min/max caches can't help since the index push
buffer is rewritten every frame.
Only used for single-instance draws on desktop GL or GLES3, and only
when the caller provides the range, so other DrawIndexed callers are
unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
imgui 1.92 hands the backend a list of dirty rectangles when its font atlas
grows, but thin3d could only replace a whole mip level, so every new glyph
re-uploaded the entire atlas.
Adds DrawContext::UpdateTextureRegions, taking a batch of regions so each
backend can submit them together:
- Vulkan: packs the regions into the push pool and issues a single
vkCmdCopyBufferToImage from the init command buffer, transitioning only
the level being written.
- OpenGL: new TEXTURE_SUBIMAGE init step. The existing sub-image path is a
render command needing an active render pass and a texture slot, which
doesn't fit here. Rows are packed caller-side since GLES2 lacks
GL_UNPACK_ROW_LENGTH.
- D3D11: UpdateSubresource with a box, no staging texture needed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
TextureCacheGLES passed a hardcoded 0.0f instead of key.aniso, so the
Anisotropic Filtering setting did nothing at all on the OpenGL backend, even
though GPU_USE_ANISOTROPY was advertised and D3D11/Vulkan both honor it. Looks
like it was left behind by the 2017 render manager refactor.
The queue runner now clamps to the device maximum it already queried into
maxAnisotropyLevel_ (until now unused), and only touches the parameter when the
extension is actually supported - the anisotropy branch there has been dead
since every caller passed 0.0f, so this is the first time it runs.
0.0f keeps its meaning of "don't care" for the CLUT/fragment-test/thin3d
callers; the texture cache now passes 1.0f when the setting is off, so turning
it off takes effect on already-uploaded textures instead of only new ones.
TexCache: Never use anisotropic filtering for CLUT8-indexed textures
What gets sampled for those is palette indices, depalettized by the shader
afterwards - averaging indices across an anisotropic footprint produces garbage
colors. Affects all backends, not just the GL one that just started honoring
key.aniso.
TexCache: Clear key.aniso wherever filtering is forced to nearest
It was only cleared in the two places inside the AUTO_MAX_QUALITY branch, so the
TEX_FILTER_AUTO path (pixel-mapped textures, the ugly color test heuristic), the
FORCE_NEAREST setting and the replacement-texture override could all end up
requesting nearest filtering with anisotropy still on.
Doing it in the switch that applies forceFiltering covers every path, so it
can't drift apart again.
GLES: Only record the applied anisotropy, and log skipped draws
The queue runner updated tex->anisotropy even when it skipped the call because
the value was 0.0f ("don't care") - harmless while nothing ever set anisotropy,
but now it would make the tracked state disagree with GL, so a later request for
the value it thinks is set would be wrongly skipped.
Also log when a draw is skipped for a missing vertex shader. The failure is
cached per shader ID, so without it geometry silently disappears for the rest of
the session after the one-shot OSD message.
Nothing has generated or used a geometry shader since the GS paths were removed
- GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had
no callers at all. Removes ShaderStage::Geometry and everything hanging off it:
the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all
three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline
and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused
PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's
UsesGeometryShader().
Also stop enabling the Vulkan geometryShader device feature, since we no longer
have any use for it.
Kept on purpose: the device feature is still listed in the feature dumps (like
other capabilities we don't use), and the Vulkan shader cache header keeps its
now-always-zero geometry shader count so the on-disk format stays compatible.
GLRenderManager is documented as "emu thread records, render thread executes",
but GL has to record device object creation as init steps rather than just doing
it, and InitGPU() runs on the ExecLoader thread - GPU_GLES's constructor builds
DrawEngineGLES, whose InitDeviceObjects() reaches initSteps_ through
CreatePushBuffer and CreateInputLayout. The emu thread is still drawing the
loading screen into the same FastVec until the loader thread is joined, so two
concurrent push_uninitialized() can both reallocate, and one writes its step into
a freed buffer - losing a shader or buffer creation, or scribbling an owned
pointer into freed memory.
frameData_[].activePushBuffers is genuinely three-threaded too: inserted into by
whoever creates a push buffer, erased on the render thread via GLDeleter, and
walked on the render thread each frame.
A mutex each, uncontended in practice. Note this makes the existing access safe
rather than fixing the layering - Vulkan avoids the problem by creating objects
directly and deferring the rest to FinishInitOnMainThread, which GPU_GLES has
never had. Moving GL's device object creation there would be the better fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
This is a leftover from the old "native" library. Its only users are the Win32 GE
debugger's preview windows, which call glsl_create_source/destroy/bind/unbind and
read four locations off the struct.
Everything else was dead: glsl_create was declared but never defined anywhere,
which made the entire file-loading and auto-reload half of glsl_recompile
unreachable (glsl_create_source always passes empty filenames), along with the
mtime fields, AutoCharArrayBuf and the VFS/stat includes. glsl_attrib_loc,
glsl_uniform_loc and glsl_get_program had no callers, and the active_programs set
was written and never read. The unused convenience locations cost a
glGetUniformLocation round trip each at link time.
The bug: the vertex shader was leaked when its own compile failed - the fragment
path right below it already deleted it correctly. Failed links leaked the program
object too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
The Intel workaround sscanf'd "Build %d.%d.%d.%d" against glGetString(GL_VERSION),
which reads like "4.5.0 - Build 26.20.100.7870" - sscanf literals have to match
from the start, so it never returned 4 and HasIntelDualSrcBug was never consulted.
It's been inert since it was written, and the drivers it targeted are long gone.
Removing it orphaned the two helpers, so those go too.
Separately, when gl3stubInit() fails we left ver[0] at 3 while clearing GLES3.
Extension enumeration keys off the version, not the flag, so it went on to call
glGetStringi - one of the very entry points whose absence makes gl3stubInit()
fail. Drop back to 2.0 on that path, like the branch above it already does, and
null-check what glGetStringi hands back.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
Reported by Joseph on Discord.
Sometimes, things could align perfectly so allocations happend exactly
at the end of a pushbuffer. At the same time, we allow our vertex decoder to write an extra few
bytes if it needs to for speed. Unfortunately I missed this interaction,
resulting in some uncommon crashes that were especially common with
heavy-geometry things like modified GTA LCS with PS2 assets, for
example.
The problem was reported with Vulkan, but our OpenGL backend had the
same issue too.
Integrates the GLProfiler into GLQueueRunner to provide GPU timestamp
profiling for OpenGL render passes, similar to the Vulkan backend.
Profiled operations:
- RenderPass (with tag name for identification)
- Copy operations
- Blit operations
- Readback operations
- ReadbackImage operations
The profiler is initialized in CreateDeviceObjects() and shutdown in
DestroyDeviceObjects(). Timing results are logged each frame when the
GPU profile debug overlay is enabled.
Signed-off-by: Chris Healy <cphealy@gmail.com>
Adds a new GLProfiler class for GPU-side timestamp profiling, similar to
VulkanProfiler. Uses GL_EXT_disjoint_timer_query (GLES) or GL_ARB_timer_query
(desktop GL).
Features:
- Scoped Begin()/End() profiling with printf-style naming
- Automatic GPU disjoint detection (frequency changes invalidate results)
- Millisecond timing output via INFO_LOG
- Pre-allocated query pool (1024 queries max per frame)
- Nested scope support with indented output
Signed-off-by: Chris Healy <cphealy@gmail.com>
Add detection for GL_EXT_disjoint_timer_query (OpenGL ES) and
GL_ARB_timer_query (desktop GL) extensions. These extensions provide
GPU timestamp queries for profiling render pass durations.
Also adds function pointer declarations for glQueryCounter,
glGetQueryObjecti64v, and glGetQueryObjectui64v.
Signed-off-by: Chris Healy <cphealy@gmail.com>
The original code checked for "Mali" in GL_RENDERER and disabled GLES3
for all Mali GPUs, which was a workaround for bugs in ARM's proprietary
Mali driver. However, Mesa/Panfrost (open-source Mali driver) does not
have these bugs and should be allowed to use GLES3.
This patch:
- Adds GPU_VENDOR_MESA for identifying Mesa drivers via GL_VENDOR
- Changes the GLES3 ban to only apply when GL_VENDOR="ARM" (proprietary)
- Allows Mesa/Panfrost Mali GPUs to use GLES3 features
Expected behavior:
- ARM proprietary driver (GL_VENDOR="ARM"): GLES3 disabled (preserved)
- Mesa/Panfrost (GL_VENDOR="Mesa"): GLES3 enabled
- Other Mesa drivers: Unaffected
Related issues: #4078, #15413
Signed-off-by: Chris Healy <cphealy@gmail.com>