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https://github.com/hrydgard/ppsspp.git
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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.
150 lines
5.1 KiB
C++
150 lines
5.1 KiB
C++
#include "ppsspp_config.h"
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#include <retro_atomic.h>
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#include "Common/System/System.h"
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#include "Common/System/Request.h"
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#include "Common/System/Application.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Input/InputState.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Common/GPU/GraphicsContext.h"
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#include "Common/Thread/Thread.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Core/EmuThread.h"
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#include "Core/Core.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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enum class EmuThreadState {
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RUNNING,
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QUIT_REQUESTED,
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STOPPED,
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};
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static retro_atomic_int_t g_emuThreadState{ (int)EmuThreadState::STOPPED };
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static EmuThreadState GetEmuThreadState() {
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return (EmuThreadState)retro_atomic_load_acquire_int(&g_emuThreadState);
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}
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static void SetEmuThreadState(EmuThreadState state) {
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retro_atomic_store_release_int(&g_emuThreadState, (int)state);
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}
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static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<bool (GraphicsContext *)> frame) {
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INFO_LOG(Log::G3D, "Entering separate emu thread");
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SetCurrentThreadName("EmuThread");
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SetEmuThreadState(EmuThreadState::RUNNING);
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// This normally calls NativeInitGraphics()
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if (!application->InitGraphics(graphicsContext)) {
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_assert_msg_(false, "NativeInitGraphics failed, might as well bail");
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// If this fails, which it normally shouldn't, let's bail.
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SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
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} else {
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INFO_LOG(Log::G3D, "EmuThread: Entering loop");
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}
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while (GetEmuThreadState() != EmuThreadState::QUIT_REQUESTED) {
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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// This normally calls NativeFrame()
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if (!frame(graphicsContext)) {
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SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
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}
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}
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INFO_LOG(Log::System, "emuThreadState was set to QUIT_REQUESTED, left EmuThreadFunc loop. Setting state to STOPPED.");
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// This normally calls NativeShutdownGraphics()
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application->ShutdownGraphics(graphicsContext);
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delete application;
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INFO_LOG(Log::System, "Leaving separate emu thread");
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SetEmuThreadState(EmuThreadState::STOPPED);
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}
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static Thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
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INFO_LOG(Log::System, "EmuTread_Start");
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_dbg_assert_(GetEmuThreadState() == EmuThreadState::STOPPED);
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Thread emuThread(&EmuThreadFunc, graphicsContext, application, frame);
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graphicsContext->ThreadStart();
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return emuThread;
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}
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// This is useful when the render thread is in control.
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static void EmuThread_RequestExit() {
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INFO_LOG(Log::System, "EmuTread_RequestExit");
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if (GetEmuThreadState() == EmuThreadState::RUNNING) {
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SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
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} else {
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INFO_LOG(Log::System, "EmuTread_RequestExit: g_emuThreadState was not RUNNING, so not requesting exit.");
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}
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}
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static void EmuThread_Join(GraphicsContext *graphicsContext, Thread &emuThread) {
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INFO_LOG(Log::System, "EmuTread_Join");
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if (graphicsContext->NeedsSeparateEmuThread()) {
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EmuThread_RequestExit();
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while (graphicsContext->ThreadFrame()) {}
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}
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emuThread.join();
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graphicsContext->ThreadEnd();
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}
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static bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
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// This is the main loop for graphics context that handle their own threading.
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// InitFromRenderThread/ShutdownFromRenderThread are not used.
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application->InitGraphics(graphicsContext);
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while (frame(graphicsContext)) {}
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// NOTE: Don't call stuff like Core_Stop here. On Android, we fully shut down graphics when you switch away from the app,
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// then boot it up again when returning. That means stopping this thread and restarting it.
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown. TODO: is this still an issue?
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Core_StateProcessed();
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application->ShutdownGraphics(graphicsContext);
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delete application;
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return true;
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}
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// Call InitAPI and ShutdownAPI outside this!
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bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application, const WindowDesc &windowDesc, std::function<bool(GraphicsContext *)> frame, std::string *errorMessage) {
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// This is now the render thread, and will spawn the emu thread below.
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if (!graphicsContext->InitSurface(windowDesc.winsys, windowDesc.data1, windowDesc.data2, errorMessage)) {
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ERROR_LOG(Log::G3D, "MainThreadFunc: InitSurface failed: %s", errorMessage->c_str());
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delete application;
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return false;
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}
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if (graphicsContext->NeedsSeparateEmuThread()) {
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SetCurrentThreadName("RenderThread");
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Thread emuThread = EmuThread_Start(graphicsContext, application, frame);
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graphicsContext->ThreadStart();
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// This thread becomes the render thread. EmuThread will tell it when to quit by sending a message.
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while (graphicsContext->ThreadFrame()) {}
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EmuThread_Join(graphicsContext, emuThread);
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graphicsContext->ThreadEnd();
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INFO_LOG(Log::System, "RenderThread - joined");
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} else {
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SetCurrentThreadName("MainThread");
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RunMainLoop(graphicsContext, application, frame);
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}
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graphicsContext->ShutdownSurface();
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return true;
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}
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