130 Commits
Author SHA1 Message Date
LibretroAdmin af4af4d1ca No wall clock in the GPU loop: park untimed, interrupt by request
The GPU thread ran the FIFO in 5 ms slices against the wall clock and
slept out each slice's rest, which held every retro_run near 4 ms. The
loop now runs until the CPU thread ends the field or a park or quit
interrupts it (InterruptGpuLoop), and an idle loop parks with no
timeout: no slices, no clock reads, no busy loop, and no GPUSleeper
event to let it sleep (kept registered, never scheduled, for the
savestates that have it queued). retro_run waits for the field as long
as it takes; FIELD_WEDGE_US, one second with nothing arriving, is the
only bound, for a wedged thread.

PERF_TEST=1 builds a core with the frontend's performance counters
around the field and the frame hand-over. AGENTS.md states the rules:
the frontend owns the pace, no timed waits but the wedge guard, stop by
request, park and never spin, no locks.
2026-11-09 23:03:11 +01:00
libretroadmin c878c0d818 remove LIBRETRO ifdefs 2026-11-07 14:23:51 +01:00
LibretroAdmin 58542ddb3a Vulkan, D3D12: the GPU loop on a thread of its own
On Vulkan and Direct3D 12, in dual core, the GPU loop runs on a thread
of its own, as the frontend interface for both lets another thread
submit: retro_run starts the field, waits for it no longer than two of
the frontend's frames (40 ms at most), hands over the newest picture
finished and returns. A shader compiled, or anything else slow on the
GPU side, holds up the GPU thread only. The loop runs in slices of 5 ms,
so a request to park or quit is seen that soon; a slice that ends a
field counts it for retro_run.

Pictures go from the GPU thread to the frontend's through a queue: the
newest published, the one being handed over and the one shown, any of
which the frontend may read. Each output draws into images of its own,
three of them: a picture published and not yet handed over is drawn
into again in place. EndFrame hands over with set_image, or
set_texture_fenced and set_texture, on the frontend's thread, and an
image is free again once the frontend's frame that read it is
submitted. An XFB copy handed on in place is kept alive by the
presenter while the output holds it, and the output puts it back in the
layout or state the frontend reads it in before every submission of
the core's, as the frontend submits on its own thread whenever its
frame is due.

Savestates, cheats and disc changes let the field in flight end on the
GPU thread and park it while the frontend's thread has the video state;
unloading and a context destroyed stop it, and the next retro_run starts
it again.

Direct3D 11 and OpenGL keep the GPU loop on the frontend's thread: the
immediate context is shared with the frontend through lock_context,
which a thread holding it through a slow compile would hold the
frontend's frame up on, and the OpenGL context is the frontend's
thread's.
2026-11-06 22:25:52 +01:00
LibretroAdmin 7f0328d960 libretro: retro_run never waits on a held-up CPU thread
retro_run runs the GPU until the CPU thread ends the field, and the
field ends only as fast as the CPU thread gets through it: a disc read
or anything else holding that thread up held the frontend's frame up
with it, and the frontend counted no frames.

The GPU loop now has a deadline on the wall clock, two of the
frontend's frames and never more than 40 ms: it is checked every 64
chunks of the fifo, and the loop's sleep waiting for work is bounded by
it. Past it the run reports a repeat and returns, the CPU thread goes on
with its field, and the next run takes the rest of the field's work.
A field's end that comes while the loop is out of time is kept for that
next run. Every run reports one frame, before the first picture too,
with the size the frontend was told.

A field swapped while a state is saved or loaded, outside retro_run,
is not presented: the frontend takes pictures only inside retro_run, so
the next field is presented instead.

Whatever pauses the CPU thread from the frontend's (savestates,
cheats, a disc change, unloading) first runs the GPU until the field in
flight ends, so the CPU thread is paused at a field's end as after a
full run, never waiting on GPU work only this thread runs.
2026-11-06 21:38:30 +01:00
LibretroAdmin 53238c0a06 VideoCommon, backends, input, DiscIO: std::atomic -> retro_atomic
- 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.
2026-11-06 00:19:39 +01:00
LibretroAdmin 1e2dbf6616 Remove all sleeping and wall-clock pacing from the core
retro_run runs one video frame and the frontend paces it, so the core no
longer paces itself:

- The speed limiter is gone: CoreTiming::Throttle and its host-time
  targets, VI skip, the presenter's presentation-time wait,
  PrecisionTimer, PerformanceMetrics/PerformanceTracker, and the
  emulation speed, precision timing, rush/smooth presentation and VI
  skip settings and core options. The Dolphin IOS device reports 100%
  and ignores speed limits a guest asks for.
- Common/FrameClock.c (C89) counts retro_run calls. Background threads
  that acted every so many milliseconds wait for a number of frames
  instead: real-Wiimote pool upkeep, scanning, write tests and
  reconnect retries, USB scanning, the USB Gecko and GBA link
  listeners, the BBA read thread, memory card flushing and the WC24
  scheduler. Shutdown wakes every waiter.
- Waits that polled or timed out now block until signalled: dual-core
  boot, PauseAndLock in the GPU loop, CPU thread jobs, shader
  compilation progress, BlockingLoop and ParallelFor setup and
  teardown.
- Bluetooth passthrough submits transfers straight to libusb; the
  output worker and its timed sleep are deleted, HCI command timeouts
  count emulated time, and blocking firmware commands wait for the
  adapter's events.
- Real Wiimote reports go out when produced; delayed ones carry a
  frame number.
- Common::Flag sits on retro_atomic.
- Deleted: SleepCurrentThread, YieldCPU, Common::SleepUntil,
  Event::WaitFor, BlockingLoop::WaitYield, timer resolution changes,
  the play-time tracker, Host_YieldToUI, FrameTiming::ThrottleFrame
  leftovers and the never-used DO_WAIT_FOR_WIIMOTES mode.
2026-11-05 22:05:03 +01:00
WizzardSK d3ca3028d5 libretro: keep the GPU loop's stop request until the loop sees it
In dual core mode the CPU thread ends the frame with StopGpuLoop() while
retro_run() runs the GPU loop. When the CPU thread got there before the
frontend thread entered RunGpuLoop(), the loop of the last frame still
counted as stopped, the Stop() did nothing, and RunGpuLoop() ran with
nothing to end it: the frontend hung in retro_run() and the CPU thread
stayed paused. StopGpuLoop() now also sets a flag the loop checks on
each pass, cleared once the loop has ended.

Fixes #462
2026-10-23 12:09:05 +02:00
Craig Carnell f011bebbad Merge upstream/master into libretro 2025-11-16 16:22:40 +00:00
JosJuice 91fd53a98c Merge pull request #14035 from Dentomologist/pauseandlock_refactoring
PauseAndLock Refactoring
2025-11-01 10:06:08 +01:00
Jordan Woyak 700abd68e3 VideoCommon/AsyncRequests: Remove now unnecessary SetEnable function. Requests are now always enabled. Call SetPassthrough on initialization to not be racy. 2025-10-26 23:07:14 -05:00
Dentomologist 933071dd57 FifoManager: Remove redundant PauseAndLock parameters
PauseAndLock was only called with do_lock=true, and the function only
used unpauseOnUnlock when do_lock was false.
2025-10-26 18:01:51 -07:00
Dentomologist f497eb519e FifoManager: Extract RestoreState from PauseAndLock
Replace calls of FifoManager::PauseAndLock(do_lock=false) with new
function RestoreState for clarity.
2025-10-26 18:01:51 -07:00
Craig Carnell 71fd149aa6 Refactor base code for libretro usage 2025-10-10 09:23:54 +01:00
Craig Carnell 22d028cbe1 Merge upsteam/master into libretro 2025-10-10 09:23:17 +01:00
Lioncache f97b2d472a VideoCommon/CommandProcessor: Pass system instance through constructor
Makes the use of the interface a little less noisy, especially given
how much of the interface depends on an instance being present.
2023-12-20 09:02:53 -05:00
Lioncache b0d244b772 VideoCommon/Fifo: Pass system instance through FifoManager constructor
Given how many member functions make use of the system instance,
it's likely just better to pass the system instance in on construction.

Makes the interface a little less noisy to use.
2023-12-18 22:03:25 -05:00
Dentomologist 3c80f821c0 Common: Convert BlockingLoop::StopMode to enum class 2023-06-12 17:12:25 -07:00
Lioncash 0888c93d48 Common: Move FPU-related helpers into Common namespace
Makes these utilities' namespace consistent with the majority of the
Common library.
2023-03-21 10:58:13 -04:00
Admiral H. Curtiss ceae4242fc VideoCommon/Fifo: Pass Core::System to methods. 2022-12-10 17:16:26 +01:00
Admiral H. Curtiss 5624dd6d39 VideoCommon/Fifo: Refactor to class, move to Core::System. 2022-12-10 17:16:19 +01:00
Admiral H. Curtiss 839db591d9 HW/Memmap: Refactor Memory to class, move to Core::System. 2022-12-03 13:27:02 +01:00
Admiral H. Curtiss 6941d2e7e6 VideoCommon/CommandProcessor: Refactor to class, move to Core::System. 2022-11-29 08:15:01 +01:00
Admiral H. Curtiss c9558ecb4c CoreTiming: Refactor to class. 2022-11-27 03:47:12 +01:00
Admiral H. Curtiss a36a5c1308 CoreTiming: Pass Core::System to Events. 2022-11-06 17:54:58 +01:00
Robin Kertels 779fe13e62 VideoCommon: Update EFB peek cache on draw done and tokens
Massively improves performance in Mario Galaxy on Android.
2022-10-01 18:08:38 +02:00
Dentomologist f6b9acccfc Common: Refactor PointerWrap 2022-05-25 13:06:41 -07:00
Admiral H. Curtiss 853cf4f818 Common/PointerWrap: Hide internals. 2022-04-18 03:41:14 +02:00
Pokechu22 55f8aa9921 VideoCommon/Fifo: Use GPFifo::GATHER_PIPE_SIZE instead of magic 32 2022-02-12 23:38:19 -08:00
JMC47 c18abfaecc Merge pull request #10356 from AdmiralCurtiss/config-port-core-4
Config: Port remaining Core settings to new config system (the rest).
2022-01-11 16:08:19 -05:00
Pokechu22 44e93e91d7 Common/Assert: Switch to fmt 2022-01-09 12:43:11 -08:00
Admiral H. Curtiss c82b2dccb5 Config: Port SyncGPU settings to new config system. 2022-01-09 21:29:12 +01:00
Admiral H. Curtiss d8825f5635 Config: Port dual core setting to new config system. 2022-01-09 21:29:11 +01:00
Admiral H. Curtiss d98c6b0b1d Config: Port GPUDeterminismMode setting to new config system. 2022-01-06 16:13:55 +01:00
Pokechu22 b5fd35f951 Refactor OpcodeDecoding and FIFO analyzer to use callbacks 2021-12-18 15:21:36 -08:00
Techjar 797d0b7b1b VI: Implement post-scanout XFB output
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.

This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
2021-08-03 23:37:50 -04:00
Pierre Bourdon e149ad4f0a treewide: convert GPLv2+ license info to SPDX tags
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.
2021-07-05 04:35:56 +02:00
Admiral H. Curtiss 1183fb3d2d VideoCommon/Fifo: Move SConfig::GetInstance() outside the GPU loop. 2021-06-23 23:52:26 +02:00
JosJuice 8a0f5ea04a Remove all remaining volatile qualifiers 2021-05-15 09:52:04 +02:00
JosJuice b93983b50a Remove Atomic.h
The STL has everything we need nowadays.

I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).

Tested with single core and dual core on x86-64 and AArch64.
2021-05-13 18:56:27 +02:00
Stenzek e3ac5dca32 Fifo: Run/sync with the GPU on command processor register access 2021-04-18 03:24:01 +10:00
Lioncash 3d9b2aa005 VideoCommon: Migrate over to fmt
Migrates off the printf-based formatting where applicable.
2020-11-17 21:23:58 -05:00
aliaspider debdb49637 Libretro: better handling of AsyncRequests. 2020-10-05 16:16:37 +01:00
aliaspider 793d883d0a handle deterministic gpu thread correctly. fixes #167. 2020-10-04 16:32:00 +01:00
aliaspider 56e9a017d0 Merge branch 'master' of https://github.com/dolphin-emu/dolphin into
master
2020-08-27 18:12:45 +01:00
Stenzek b26bb0605b VideoBackendBase: Do save state logic on the GPU thread 2019-07-24 04:08:25 +10:00
Techjar ff972e3673 Reformat repo to clang-format 7.0 rules 2019-05-06 18:48:04 +00:00
aliaspider 90d89e4f8f Core: allow running emulation in the main thread in iterative manner
through a bEMUThread config setting.
2018-07-19 02:17:12 +01:00
Lioncash de9c5fd375 ConfigManager: Convert GPUDeterminismMode into an enum class
Makes the values strongly-typed and gets more identifiers out of the
global namespace.

We are forced to use anything that is not "None" to mean none, because
X11 is garbage in that it has:

\#define None 0L

Because clearly no one else will ever want to use that identifier for
anything in their own code (and is why you should prefix literally
any and all preprocessor macros you expose to library users in public
headers).
2018-06-15 14:45:30 -04:00
Lioncash 50a476c371 Assert: Uppercase assertion macros
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek c790077c13 VideoBackend: Remove PeekMessages method
The video thread and backend no longer create any windows, therefore
there will never be any messages dispatched to their thread.
2018-01-27 13:53:55 +10:00