Files
parallel-gx1/Source/Core/InputCommon/ControlReference/ControlReference.h
T
LibretroAdmin f7d5095739 Core, InputCommon, VideoCommon: remove the remaining locks
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.
2026-11-05 20:11:31 +01:00

137 lines
3.4 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <cmath>
#include <memory>
#include <retro_atomic.h>
#include "Common/Quiesce.h"
#include "InputCommon/ControlReference/ExpressionParser.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"
namespace ControllerEmu
{
template <typename T>
T ControlStateCast(ControlState value);
}
// ControlReference
//
// These are what you create to actually use the inputs, InputReference or OutputReference.
//
// After being bound to devices and controls with UpdateReference,
// each one can link to multiple devices and controls
// when you change a ControlReference's expression,
// you must use UpdateReference on it to rebind controls
//
class ControlReference
{
public:
// Note: this is per thread.
static void SetInputGate(bool enable);
static bool GetInputGate();
virtual ~ControlReference();
virtual ControlState State(const ControlState state = 0) = 0;
virtual bool IsInput() const = 0;
template <typename T>
T GetState()
{
return ControllerEmu::ControlStateCast<T>(State());
}
int BoundCount() const;
ciface::ExpressionParser::ParseStatus GetParseStatus() const;
// Binds the expression to the devices in env. Builds a new binding and swaps it in, so a
// thread reading the old one is never disturbed.
void UpdateReference(ciface::ExpressionParser::ControlEnvironment& env);
std::string GetExpression() const;
// Whether there is an expression at all, without copying it.
bool HasExpression() const;
// Returns a human-readable error description when the given expression is invalid.
std::optional<std::string> SetExpression(std::string expr);
ControlState GetRange() const;
void SetRange(ControlState range);
protected:
ControlReference();
ControlReference(const ControlReference&) = delete;
ControlReference& operator=(const ControlReference&) = delete;
// An expression with what it was parsed into. Never changed once published.
struct Binding
{
quiesce_node_t node; // first: the free callback casts it back
std::string expression;
ciface::ExpressionParser::ParseStatus status;
std::unique_ptr<ciface::ExpressionParser::Expression> parsed;
};
static void FreeBinding(quiesce_node_t* node);
// Only inside an InputReadScope.
Binding* PeekBinding() const
{
return static_cast<Binding*>(retro_atomic_load_acquire_ptr(&m_binding));
}
void Publish(Binding* binding);
mutable retro_atomic_ptr_t m_binding{};
retro_atomic_int_t m_has_expression{};
// The range as the bits of a double, 1.0 until set.
retro_atomic_64_t m_range_bits;
};
namespace ControllerEmu
{
template <>
inline bool ControlStateCast<bool>(ControlState value)
{
// Round to nearest of 0 or 1.
return std::lround(value) > 0;
}
template <>
inline int ControlStateCast<int>(ControlState value)
{
return std::lround(value);
}
template <>
inline ControlState ControlStateCast<ControlState>(ControlState value)
{
return value;
}
} // namespace ControllerEmu
//
// InputReference
//
// Control reference for inputs
//
class InputReference : public ControlReference
{
public:
InputReference();
bool IsInput() const override;
ControlState State(const ControlState state) override;
};
//
// OutputReference
//
// Control reference for outputs
//
class OutputReference : public ControlReference
{
public:
OutputReference();
bool IsInput() const override;
ControlState State(const ControlState state) override;
};