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.
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 PSP blends save icons over a black background, so their transparent
parts come out black. 0a5fa27957 turned blending off instead, which is
wrong for icons that rely on it. Revert that, and draw a black rectangle
under each icon. Fixes#22280.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
sceMpeg's AVC resource flag, whether the VSH is running, sceReg's handle
counter, sceNet's pending apctl events and product code block, and the
save dialog's copy of the original request (without which the first
Update after a load reloaded the request and lost its results).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
InitStart sizes: Netconf and NpSignin accepted any size, then wrote
common.size bytes back from a 64-68 byte host struct, copying host memory
into PSP RAM. GamedataInstall looked for install files before checking the
size, and the HtmlViewer read options before checking the whole request was
in memory. All the dialogs now check the address, then the sizes
sceUtility_Driver accepts (utility/dialog/sizes), before anything else, as
the firmware does (a bad address is INVALID_ADDRESS), and write back no more
than the struct.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Replaces the temporary fix that did the hidden modes' IO inside Update.
The IO thread read and wrote the dialog's request, display state and save
list, all shared with the emulator thread, which kept using them to draw the
dialog and reload the request from the game.
Now the IO thread works on its own copy of the request, its own SavedataParam
and directory names resolved up front, and shares nothing else with the
emulator thread but the (locked) file system, MemoryStick_FreeSpace's cached
use and sceChnnlsv's scratch buffer and kirk state, the last two now under
locks too. It still reads and writes the game's buffers directly, like a PSP's
utility threads and sceIoReadAsync do, so a savestate waits for it before it
saves or loads memory. Save
bookkeeping, the save indicator and display changes happen on the emulator
thread when the results are taken, and only the request fields the IO changed
are copied back, so a game's own edits in the meantime survive.
Hidden modes take the results at the next Update (or, with Host IO timing,
the first Update that finds them done). The visible dialogs keep drawing and
take them once the IO is done; save and load used to stall the emulator
thread for the whole operation. Savestates keep results that haven't been
taken yet.
When the results land in PSP memory doesn't matter to games, so
utility/savedata/filelist now only prints them once the utility has finished.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The IO thread wrote results (file lists, sizes, loaded data) straight into
PSP memory while the game kept running, so they landed at an arbitrary
point in its code. utility/savedata/filelist caught it now and then: a
poll saw the entries written but the counts still zero. On a PSP it's all
there when Update returns. Host IO timing still uses the thread.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
gameName/saveName/fileName and the saveNameList entries are
guest-controlled and get concatenated into host filesystem paths, so a
crafted request could escape the save directory with ../ sequences.
- PSPSaveDialog::Init rejects requests whose name fields contain a path
separator ('/' or '\') or are bare dot components.
- SavedataParam::SetPspParam rejects saveNameList entries the same way.
The s > 2 branch in PSPSaveDialog::DoState has been dead code since it
was written - the section version was never raised past 2, so
ioThreadStatus was reset to SAVEIO_NONE on every savestate load.
Loading a state that was saved while a savedata operation was in
flight then repeated the operation (or left the dialog waiting on a
completion that had already happened), instead of resuming from the
recorded status.
Restoring the value is safe: DoState joins the IO thread before
serializing, so the stored status is only ever SAVEIO_NONE or
SAVEIO_DONE, and the operation's effects are already part of the
serialized emulated RAM. Old (v2) states still load through the reset
path.
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
* 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
If the buffer isn't large enough, return an error. See #14687, thanks
sum2012 and gid15.
For many error cases, ensure SFO data and bind are not updated on failure,
and that dataSize is forced to zero on data errors.
If you load a save state from before you created savedata (or from a
different path of savedata), some games will refuse to save. This shows a
warning since it can be a confusing situation.
We could potentially add an undo for loading state, to give an option for
getting back after this warning.