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.
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.
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
Fixes bug: https://bugs.dolphin-emu.org/issues/12744
Before https://github.com/dolphin-emu/dolphin/commit/e1e3db13baabefa89991388d37db0bb260c4f535
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).
After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).
Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
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.