Of it, the backends read the EFB scale, now passed as the backbuffer
scale; GLContext::Create tested for libretro, its only context; and
the controller interface kept a render window that is always null. The
video backends' Initialize, InitBackendInfo and PopulateBackendInfo,
Core::Init, EmuThread and StartEmuThread, BootCore and the controller
interface lose the parameter; PrepareWindow, ChangeWindow, the window
change refresh and the Vulkan instance's surface extensions go, as
nothing presents but the frontend.
The projection is the game's, turned only by the VR camera. Savestates
keep the free look camera's place: written as one at rest, and read past
whichever kind a state holds. The hotkey manager and the controller setup
that alone started it are gone too.
- CommandProcessor: the FIFO registers shared by the CPU and GPU
threads are retro_atomic words, read and written through LoadReg and
StoreReg; MMIO's LowPart/HighPart take those words.
- Fifo: the video buffer write and seen pointers, the sync ticks and
the stop request.
- PerfQueryBase: the query count and results sit behind base-class
helpers that every backend (Metal too) uses instead of touching the
atomics.
- Custom assets: the loader's memory delta and an asset's last load
time are 64-bit words; Present's swap flag is an int.
- D3D's input layout, Vulkan's waiting_for_submit.
- InputCommon: a NumericSetting's value and the Wiimote and Android
rumble levels are kept as their bits in a 64-bit word; the
ControllerInterface flags, counter and aspect ratio are int words.
- CachedBlob's fill position and stop flag.
UICommon/GameFileCache is deleted: only the Android app's game list
used it, and that is not part of the core.
Every std::mutex, lock_guard, unique_lock, scoped_lock,
condition_variable, call_once and semaphore left in Source/Core is
replaced by a lock-free design:
- Input: the device list, control bindings, stick calibration and
default device are published snapshots read under a quiesce; a
rebind requested while another thread is rebinding is handed to
that thread instead of waited for.
- WiimoteReal: the pool thread owns the slots and runs commands from
an MPSC queue; the active Wiimotes are atomic slots.
- EXI/SI/IOS devices: socket and packet traffic goes through SPSC
rings or MPSC handoffs owned by one thread; USB scanning publishes
its device list, and libusb transfers drain through a CallGate.
- Memory cards: the flush thread applies change records queued by
the CPU thread.
- Custom assets: loads are scheduled as a published batch with an
atomic cursor, results come back over an MPSC stack, and busy
assets are skipped and retried.
- D3D state and GL program caches use insert-only atomic maps
(Common/AtomicHashMap.h).
- Logging appends with O_APPEND / FILE_APPEND_DATA; FatFs reports
busy instead of waiting; per-socket WSAStartup/WSACleanup.
Deleted as unused by the libretro core: the profiler, the FIFO
recorder, the volume verifier, the touch InputOverrider and the
GameCube adapter's libusb path.
None of these run in the core: UPnP served NetPlay; the DInput, XInput,
WGInput, Win32, Quartz, Xlib, evdev and Pipes input backends are never
enabled, since input comes from libretro; and disc conversion, with its
multithreaded compressor, was only reached from DolphinTool. The WIA,
RVZ and GCZ readers stay.
The core takes its input from the libretro frontend and never builds the
SDL controller backend. The SDL submodule, the backend, its config entries
and the SDL hints and version bits of the Qt frontend go.
Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`.
Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move.
Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
This specific issue was already addressed by https://github.com/dolphin-emu/dolphin/pull/11635
though I felt like there was something more we could do, and wasn't too happy with the
likelihood of devices update calls being skipped (due to `m_devices_population_mutex` being locked).
This reads Steam Deck controls bypassing Steam Input. This allows for access to
motion controls as well as independent access to thumb sticks, trackpads, and
back grip buttons.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
-Fix Add/Remove/Refresh device safety, devices could be added and removed at the same time, causing missing or duplicated devices (rare but possible)
-Fix other devices population race conditions in ControllerInterface
-Avoid re-creating all devices when dolphin is being shut down
-Avoid re-creating devices when the render window handle has changed (just the relevantr ones now)
-Avoid sending Devices Changed events if devices haven't actually changed
-Made most devices populations will be made async, to increase performance and avoid hanging the host or CPU thread on manual devices refresh
Make sure m_is_populating_devices is true when a WM_INPUT_DEVICE_CHANGE
event is received directly on the ciface thread, so that callbacks do
not occur while removing devices. This breaks a hold-and-wait deadlock
between the ciface thread and the CPU thread when using emulated
Wiimotes.
Co-authored-by: brainleq <[email protected]>
Co-authored-by: oldmud0 <[email protected]>
This is done by:
1) Implementing said protocol in a new controller input class CemuHookUDPServer.
2) Adding functionality in the WiimoteEmu class for pushing that motion input to the emulated Wiimote and MotionPlus.
3) Suitably modifying the UI for configuring an Emulated Wii Remote.
Previously, the Qt frontend would initialize the controller
interface on starting, resulting in the cursor position being
relative to the main window, instead of the render window.
Better separation of concerns. Relegates `ControllerInterface` to
enumerating input controls, and the new `ControlReference` deals with
combining inputs and configuration expression parsing.
The SDL backend crashes when you close a joystick after SDL_Quit has
been called. Some backends don't need to be shutdown and
re-initialized everytime, we can just ask to enumerate devices again.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
This adds RegisterHotplugCallback() to register a callback which will
be invoked by the input backends' hotplug threads when there is a new
device, so that Core (GCKeyboard, GCPad, Wiimote, Hotkey) can reload
the configuration without adding a dependency to Core from InputCommon.
Small cleanup by using std::shared_ptr and getting rid of
ciface.Devices() which just returned the m_devices (which defeats the
point of making m_devices protected).
Incidentally, this should make the code safer when we have
different threads accessing devices in the future (for hotplug?).
A lot of code use Device references directly so there is
no easy way to remove FindDevice() and make those unique_ptrs.
Previously, the devices vector would be passed to all backends. They
would then manually push_back to it to add new devices. This was fine
but caused issues when trying to add synchronisation.
Instead, backends now call AddDevice() to fill m_devices so that it is
not accessible from the outside.