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.
hleDelayResult and Sas's delay put the wait on whatever thread was
current, which in an interrupt handler is the idle thread it runs on.
With both idle threads waiting there's nothing left to schedule, the
same crash as sceDisplaySetMode in Gods Eater Burst's vblank handler.
Where pspautotests intr/delays shows what hardware returns there,
match it: sceIoOpen and __sceSasCore fail with ILLEGAL_CONTEXT,
sceMpegCreate with 80618008, and sceAtracReinit can deinit but not set
up the codec (807f00fd).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Both drained only in their own DoState, after memory and Atrac contexts
had already been replaced under a mix or read still in flight. Also fix
sceUmd loading umdActivated into the wrong variable, and count each save
once in saveStateGeneration (it also bumped in the measuring pass).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The SAS mix estimate was a guess capped at 1200us. Measured on a PSP
(pspautotests audio/timing/sastiming), a mix costs 110us plus 0.49us per grain
sample, plus per voice and sample 0.445us + 0.0675us per unit of pitch ratio
(VAG; PCM and noise slightly less), plus 0.64us per sample with a reverb type
set. Linear to 1% across 64-2048 samples and 0-32 voices: 32 VAG voices at 512
samples take 8.7ms, not 1.2.
The mix runs on the Media Engine, as do video and audio decoding, so they now
queue behind each other there (MEScheduleJob). A game that keeps SAS running
during a movie - Star Wars: Lethal Alliance - decodes more slowly for it, like
on hardware.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The reverb presets came from nocash's PS1 table. Six of the nine are
identical on the PSP, but three are not.
Also correct our linear interpolation expression: we were close but
our formula can produce an off by 1 at times.
sceSasSetGrain took no validation at all, unlike sceSasInit's grain
size check - a bad value could both throw on SasInstance::SetGrainSize's
allocation and, for a moderately large but successfully-allocated
value beyond PSP_SAS_MAX_GRAIN, read out of bounds of the fixed-size
mixTemp_ buffer during mixing. Apply the same bounds sceSasInit uses.
SasReverb::SetPreset() only checked the upper bound of `preset` before
indexing presets[], not the lower bound (-1 means "off"). The only
live HLE entry point (sceSasRevType) already clamps to [-1, 8], but
DoState() passes a savestate-deserialized value straight through with
no revalidation, so a corrupted/malicious savestate could index
presets[] negatively.
Should shrink code size a bit, not expecting much performance change.
This avoids emitting a DoLog call when MAX_LOGLEVEL excludes the log statement,
just like for regular logs.
* 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