Files
parallel-gx1/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp
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

369 lines
12 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include <algorithm>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
#include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h"
#endif
#ifdef CIFACE_USE_STEAMDECK
#include "InputCommon/ControllerInterface/SteamDeck/SteamDeck.h"
#endif
ControllerInterface g_controller_interface;
// We need to save which input channel we are in by thread, so we can access the correct input
// update values in different threads by input channel. We start from InputChannel::Host on all
// threads as hotkeys are updated from a worker thread, but UI can read from the main thread. This
// will never interfere with game threads.
static thread_local ciface::InputChannel tls_input_channel = ciface::InputChannel::Host;
static thread_local bool tls_is_updating_devices = false;
void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
{
if (m_is_init)
return;
m_wsi = wsi;
m_populating_devices_counter = 1;
#if defined(CIFACE_USE_ANDROID) && !defined(__LIBRETRO__)
m_input_backends.emplace_back(ciface::Android::CreateInputBackend(this));
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
m_input_backends.emplace_back(ciface::DualShockUDPClient::CreateInputBackend(this));
#endif
#ifdef CIFACE_USE_STEAMDECK
m_input_backends.emplace_back(ciface::SteamDeck::CreateInputBackend(this));
#endif
// Don't allow backends to add devices before the first RefreshDevices() as they will be cleaned
// there. Or they'd end up waiting on the devices mutex if populated from another thread.
m_is_init = true;
RefreshDevices();
bool devices_empty;
{
ciface::InputReadScope scope;
const DeviceList* const list = PeekDevices();
devices_empty = !list || list->devices.empty();
}
if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::ChangeWindow(void* hwnd, WindowChangeReason reason)
{
if (!m_is_init)
return;
if (m_wsi.render_window == hwnd)
return;
// This shouldn't use render_surface so no need to update it.
m_wsi.render_window = hwnd;
// No need to re-add devices if this is an application exit request
if (reason == WindowChangeReason::Exit)
ClearDevices();
else
RefreshDevices(RefreshReason::WindowChangeOnly);
}
void ControllerInterface::RefreshDevices(RefreshReason reason)
{
if (!m_is_init)
return;
// Backends with a hotplug thread may add or remove devices meanwhile; every change is
// one swap of the whole list, so each lands complete, before or after this refresh's.
// If only the window changed, avoid removing and re-adding all devices.
// Instead only refresh devices that require the window handle.
if (reason == RefreshReason::WindowChangeOnly)
{
m_populating_devices_counter.fetch_add(1);
for (auto& backend : m_input_backends)
backend->HandleWindowChange();
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
return;
}
m_populating_devices_counter.fetch_add(1);
// Make sure shared_ptr<Device> objects are released before repopulating.
ClearDevices();
// Some of these calls won't immediately populate devices, but will do it async
// with their own PlatformPopulateDevices().
// This means that devices might end up in different order, unless we override their priority.
// This helps the emulation and host thread to not stall when repopulating devices for any reason.
// Every platform that adds a device that is meant to be used as default device should try to not
// do it async, to not risk the emulated controllers default config loading not finding a default
// device.
for (auto& backend : m_input_backends)
backend->PopulateDevices();
WiimoteReal::PopulateDevices();
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::PlatformPopulateDevices(const std::function<void()>& callback)
{
if (!m_is_init)
return;
m_populating_devices_counter.fetch_add(1);
callback();
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
}
// Remove all devices and call library cleanup functions
void ControllerInterface::Shutdown()
{
if (!m_is_init)
return;
// Prevent additional devices from being added during shutdown.
m_is_init = false;
// Additional safety measure to avoid InvokeDevicesChangedCallbacks()
m_populating_devices_counter = 1;
// Update control references so shared_ptr<Device>s are freed up BEFORE we shutdown the backends.
ClearDevices();
// Empty the container of input backends to deconstruct and deinitialize them.
m_input_backends.clear();
// Make sure no devices had been added within Shutdown() in the time
// between checking they checked atomic m_is_init bool and we changed it.
// Note that this is still not 100% safe as some backends are
// shut down in other places, possibly adding devices after we have shut down, but the chances of
// that happening are basically zero.
ClearDevices();
}
void ControllerInterface::ClearDevices()
{
const bool cleared = EditDevices([](std::vector<std::shared_ptr<ciface::Core::Device>>& devices) {
if (devices.empty())
return false;
for (const auto& d : devices)
{
// Set outputs to ZERO before destroying device
for (ciface::Core::Device::Output* o : d->Outputs())
o->SetState(0);
}
// Devices could still be alive after this as there might be shared ptrs around holding them.
// The InvokeDevicesChangedCallbacks() underneath should always clean all of them (it needs to).
devices.clear();
return true;
});
if (cleared)
InvokeDevicesChangedCallbacks();
}
bool ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return false;
ASSERT_MSG(CONTROLLERINTERFACE, !tls_is_updating_devices,
"Devices shouldn't be added within input update calls, there is a risk of deadlock "
"if another thread was already here");
EditDevices([&device](std::vector<std::shared_ptr<ciface::Core::Device>>& devices) {
const auto is_id_in_use = [&device, &devices](int id) {
return std::ranges::any_of(devices, [&device, &id](const auto& d) {
return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
d->GetId() == id;
});
};
const auto preferred_id = device->GetPreferredId();
if (preferred_id.has_value() && !is_id_in_use(*preferred_id))
{
// Use the device's preferred ID if available.
device->SetId(*preferred_id);
}
else
{
// Find the first available ID to use.
int id = 0;
while (is_id_in_use(id))
++id;
device->SetId(id);
}
devices.emplace_back(device);
// We can't (and don't want) to control the order in which devices are added, but we need
// their order to be consistent, and we need the same one to always be the first, where present
// (the keyboard and mouse device usually). This is because when defaulting a controller
// profile, it will automatically select the first device in the list as its default. It would
// be nice to sort devices by Source then Name then ID, but it's better to leave them sorted by
// the add order. This also avoids breaking the order on other platforms that are less tested.
std::ranges::stable_sort(devices, std::ranges::greater{},
&ciface::Core::Device::GetSortPriority);
return true;
});
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Added device: {}", device->GetQualifiedName());
if (!m_populating_devices_counter)
InvokeDevicesChangedCallbacks();
return true;
}
void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
bool force_devices_release)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return;
ASSERT_MSG(CONTROLLERINTERFACE, !tls_is_updating_devices,
"Devices shouldn't be removed within input update calls, there is a risk of deadlock "
"if another thread was already here");
const bool any_removed =
EditDevices([&callback](std::vector<std::shared_ptr<ciface::Core::Device>>& devices) {
return std::erase_if(devices, [&callback](const auto& dev) {
if (callback(dev.get()))
{
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Removed device: {}",
dev->GetQualifiedName());
return true;
}
return false;
}) != 0;
});
if (any_removed && (!m_populating_devices_counter || force_devices_release))
InvokeDevicesChangedCallbacks();
}
// Update input for all devices.
void ControllerInterface::UpdateInput()
{
// This should never happen
ASSERT(m_is_init);
if (!m_is_init)
return;
// The devices to remove are collected as weak pointers: they are not kept alive by this, and
// if somebody else removed them meanwhile, we'll know which ones are gone.
std::vector<std::weak_ptr<ciface::Core::Device>> devices_to_remove;
{
ciface::InputReadScope scope;
tls_is_updating_devices = true;
for (auto& backend : m_input_backends)
backend->UpdateInput(devices_to_remove);
static const std::vector<std::shared_ptr<ciface::Core::Device>> s_no_devices;
const DeviceList* const list = PeekDevices();
for (const auto& d : list ? list->devices : s_no_devices)
{
// Theoretically we could avoid updating input on devices that don't have any references to
// them, but in practice a few devices types could break in different ways, so we don't
if (d->UpdateInput() == ciface::Core::DeviceRemoval::Remove)
devices_to_remove.push_back(d);
}
tls_is_updating_devices = false;
}
if (devices_to_remove.size() > 0)
{
RemoveDevice([&](const ciface::Core::Device* device) {
return std::ranges::any_of(devices_to_remove,
[device](const auto& d) { return d.lock().get() == device; });
});
}
}
void ControllerInterface::SetCurrentInputChannel(ciface::InputChannel input_channel)
{
tls_input_channel = input_channel;
}
ciface::InputChannel ControllerInterface::GetCurrentInputChannel()
{
return tls_input_channel;
}
WindowSystemInfo ControllerInterface::GetWindowSystemInfo() const
{
return m_wsi;
}
void ControllerInterface::SetAspectRatioAdjustment(float value)
{
m_aspect_ratio_adjustment = value;
}
Common::Vec2 ControllerInterface::GetWindowInputScale() const
{
const auto ar = m_aspect_ratio_adjustment.load();
if (ar > 1)
return {1.f, ar};
else
return {1 / ar, 1.f};
}
void ControllerInterface::SetMouseCenteringRequested(bool center)
{
m_requested_mouse_centering = center;
}
bool ControllerInterface::IsMouseCenteringRequested() const
{
return m_requested_mouse_centering.load();
}
// Register a callback to be called when a device is added or removed (as from the input backends'
// hotplug thread), or when devices are refreshed
// Returns a handle for later removing the callback.
Common::EventHook
ControllerInterface::RegisterDevicesChangedCallback(Common::HookableEvent<>::CallbackType callback)
{
return m_devices_changed_event.Register(std::move(callback));
}
// Invoke all callbacks that were registered
void ControllerInterface::InvokeDevicesChangedCallbacks()
{
m_devices_changed_event.Trigger();
}