libretroadmin
f1208a7a5a
Make threading lock-free
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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.
2026-10-09 04:56:16 +02:00
Henrik Rydgård and Claude Opus 5.5
71bc3187db
Vulkan: Reload the shader cache after a device restore
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DeviceLost saves the cache and clears everything, and the next save wrote
back only what was drawn since, so each Android background/resume cycle
shrank the cache.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
2026-09-29 10:33:32 -06:00
Henrik Rydgård
aab24e67e4
Add a crude pipeline difference analyzer, to see what shaders it may payoff to merge.
2026-07-10 12:11:17 +02:00
Henrik Rydgård
f60e27a9b7
Just some refactoring of the GPUStatistics struct, and more use of StringWriter
2026-05-29 14:40:31 +02:00
Henrik Rydgård
67010ff2af
Split the display layout config between landscape and portrait orientations
2025-11-05 12:49:51 +01:00
Henrik Rydgård
751e4fad2e
Move more of GPU init to the loader thread. Some log cleanup.
2025-05-15 11:43:37 +02:00
Henrik Rydgård
6e303e8f1d
Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent.
2023-09-24 11:55:15 +02:00
Henrik Rydgård
d31ba393af
Don't load the shader cache on a separate thread - all it does is already async
2023-09-24 10:53:23 +02:00
Henrik Rydgård
dbd3045f87
Join the shader cache load thread on exit
2023-09-24 01:07:08 +02:00
Henrik Rydgård
be63ce3a4a
Minor refactor allowing getting the GPU profile string outside games
2023-08-03 16:31:20 +02:00
Henrik Rydgård
05b6bbdc56
Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
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Accessed from the in-game dev menu just like the Vulkan frame profiler.
With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Henrik Rydgård
effbe6376a
Remove an unused VulkanPushBuffer.
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Saves about 0.75MB of VRAM, but mainly just to clean things up.
I think I meant to use this one instead of grabbing the one from
DrawEngine in the TextureCache.
2023-03-14 23:39:47 +01:00
Henrik Rydgård
4c45f8a4b0
Pass in draw directly in GPUCommon::DeviceRestore, instead of awkwardly fetching it
2023-02-25 23:04:27 +01:00
Henrik Rydgård
c2c479b217
Remove function InitClear. Was only implemented for DX9, and only barely meaningful in non-buffered.
2023-02-25 16:32:50 +01:00
Henrik Rydgård
c74f5b2189
Prepare for unifying more stuff
2023-02-25 16:01:32 +01:00
Henrik Rydgård
285ffbaa52
Unify CopyDisplayToOutput
2023-02-25 14:42:15 +01:00
Henrik Rydgård
18999c3687
Create the GPUCommonHW class.
2023-02-25 14:42:10 +01:00
Henrik Rydgård
0d57f3beee
Unify GPUCommon::DoState.
2023-02-25 12:21:03 +01:00
Henrik Rydgård
609a8f6d36
Unify ExecuteOp between the accelerated backends
2023-02-25 12:21:03 +01:00
Henrik Rydgård
ed03348c65
Unify PreExecuteOp, keep the soft GPU as a special case
2023-02-25 12:21:03 +01:00
Henrik Rydgård
da561aa9de
Unify CheckFlushOp
2023-02-25 12:21:03 +01:00
Henrik Rydgård
784e8ab782
Fix a race condition during Vulkan shader cache load.
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Could lead to unnecessary pipelines being created.
2023-01-13 10:35:04 +01:00
Unknown W. Brackets
f44852bb18
Global: Cleanup virtual/override specifiers.
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Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
0f12d44e59
Remove some unused/unnecessary code
2022-12-03 12:05:10 +01:00
Henrik Rydgård
92df6b832c
Safer and simpler alternative to cbfa4bf.
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See #16483
2022-12-03 12:05:08 +01:00
Henrik Rydgård
02b8bf33fb
Merge pull request #16458 from hrydgard/desktop-friendly-msaa
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Implement MSAA support for desktop GPUs in Vulkan
2022-12-03 11:22:41 +01:00
Lubos
b41a782fcd
Revert "Centralize ClearCacheNextFrame"
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This reverts commit cbfa4bfc8e .
2022-12-02 14:32:27 +01:00
Henrik Rydgård
8a3e92aa38
Not pretty, but with this, you can switch MSAA level at runtime.
2022-12-01 23:41:31 +01:00
Henrik Rydgård
cbfa4bfc8e
Centralize ClearCacheNextFrame
2022-11-21 18:13:13 +01:00
Henrik Rydgård
37ec31dedd
Fix resizing issue. Took some refactoring.
2022-11-20 12:57:32 +01:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Unknown W. Brackets
c581a83896
GPU: Centralize SetDisplayFramebuffer().
2022-08-23 19:29:06 -07:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
ded8ba8806
More cleanup, fixes.
2022-08-06 18:27:04 +02:00
Henrik Rydgård
b5597d1013
Remove Vulkan2D
2022-08-06 18:27:03 +02:00
Henrik Rydgård
87b128ecaf
Compiles on Vulkan, but doesn't yet work.
2022-08-06 18:27:03 +02:00
Unknown W. Brackets
8a5f07b860
Vulkan: Don't cache vulkan_ with draw context.
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Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00
Henrik Rydgård
025bcb1673
Introduce Path, start using it all over the place.
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Still lots left to convert!
Convert GetSysDirectory to return Path.
More buildfixing
Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Henrik Rydgård
5190f85c8e
Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
2020-09-14 00:04:39 +02:00
Unknown W. Brackets
cebcfb1bbd
GPU: Use old frame when presenting a skip.
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If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets
3c1e8abcfe
GPU: Centralize vsync interval logic.
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We already do unthrottle checking here.
2020-02-29 22:27:00 -08:00
Henrik Rydgård
653afeb7ab
Vulkan: Implement basic integrated GPU profiling.
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Currently simply measures the total GPU time of the frame. Will later be
extended to get the execution time of individual render passes.
2019-08-21 00:03:00 +02:00
Unknown W. Brackets
40ca49d0e3
GPU: Cancel shader preload on shutdown/lost.
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Otherwise, we could've ended up with shaders loading after or during the
lost event, and dense hash map corruption.
2018-10-30 20:32:12 -07:00
Unknown W. Brackets
7ae4a9e977
Vulkan: Load shaders/pipelines on thread.
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In case it's slow when not reading raw cache data.
2018-03-17 07:42:07 -07:00
Henrik Rydgård
614cabb115
Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
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The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
7a8310ae5e
Tiny unification of code. Save the GL shader cache a bit less often.
2018-03-13 13:35:58 +01:00
Henrik Rydgård
64ec46e705
Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
2018-02-26 11:58:17 +01:00
Henrik Rydgård
78467d6092
Unify FastRunLoop for the hardware backends.
2018-02-26 11:52:16 +01:00
Henrik Rydgård
6a2f45c2e1
Unify UpdateCmdInfo
2018-02-26 11:48:56 +01:00
Henrik Rydgård
8cef1f0f8d
GPU: Unify command table (cmdInfo_)
2018-02-26 11:44:02 +01:00