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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.
69 lines
1.7 KiB
C++
69 lines
1.7 KiB
C++
#pragma once
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#include <vector>
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#include <string>
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#include <set>
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#include <retro_atomic.h>
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#include "Common/GPU/OpenGL/GLCommon.h"
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class GLRShader;
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class GLRBuffer;
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class GLRTexture;
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class GLRInputLayout;
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class GLRFramebuffer;
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class GLPushBuffer;
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class GLRProgram;
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class GLRenderManager;
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class GLDeleter {
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public:
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void Perform(GLRenderManager *renderManager, bool skipGLCalls);
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bool IsEmpty() const {
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return shaders.empty() && programs.empty() && buffers.empty() && textures.empty() && inputLayouts.empty() && framebuffers.empty() && pushBuffers.empty();
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}
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void Take(GLDeleter &other);
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std::vector<GLRShader *> shaders;
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std::vector<GLRProgram *> programs;
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std::vector<GLRBuffer *> buffers;
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std::vector<GLRTexture *> textures;
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std::vector<GLRInputLayout *> inputLayouts;
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std::vector<GLRFramebuffer *> framebuffers;
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std::vector<GLPushBuffer *> pushBuffers;
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};
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struct GLQueueProfileContext {
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bool enabled;
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double cpuStartTime;
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double cpuEndTime;
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std::string passesString;
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int commandCounts[25]; // Can't grab count from the enum as it would mean a circular include. Might clean this up later.
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};
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// Per-frame data, round-robin so we can overlap submission with execution of the previous frame.
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struct GLFrameData {
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bool skipSwap = false;
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// Frames need unique IDs to wait for present on, let's keep them here.
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// Also used for indexing into the frame timing history buffer.
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uint64_t frameId;
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// Set by the render thread once it has presented this frame, cleared by BeginFrame.
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retro_atomic_int_t readyForFence{ 1 };
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// Swapchain.
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bool hasBegun = false;
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GLDeleter deleter;
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GLDeleter deleter_prev;
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// Render thread only.
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std::set<GLPushBuffer *> activePushBuffers;
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GLQueueProfileContext profile;
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};
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