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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.
15 lines
543 B
C
15 lines
543 B
C
#pragma once
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// Note that the string pointed to must have a lifetime until the end of the thread,
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// for AssertCurrentThreadName to work.
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void SetCurrentThreadName(const char *threadName);
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void AssertCurrentThreadName(const char *threadName);
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// If TLS is not supported, this will return an empty string.
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const char *GetCurrentThreadName();
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// Just gets a cheap thread identifier so that you can see different threads in debug output,
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// exactly what it is is badly specified and not useful for anything.
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int GetCurrentThreadIdForDebug();
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