early-access version 3158

This commit is contained in:
pineappleEA 2022-11-27 02:38:07 +01:00
parent b2cb15f351
commit 8715f21bc6
8 changed files with 31 additions and 14 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 3157.
This is the source code for early-access 3158.
## Legal Notice

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@ -266,19 +266,18 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
}
void SinkStream::Stall() {
if (stalled) {
if (IsStalled()) {
return;
}
stalled = true;
system.StallProcesses();
stalled_lock = system.StallProcesses();
}
void SinkStream::Unstall() {
if (!stalled) {
if (!IsStalled()) {
return;
}
system.UnstallProcesses();
stalled = false;
stalled_lock.unlock();
}
} // namespace AudioCore::Sink

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@ -6,6 +6,7 @@
#include <array>
#include <atomic>
#include <memory>
#include <mutex>
#include <span>
#include <vector>
@ -209,6 +210,11 @@ public:
*/
void Unstall();
private:
[[nodiscard]] bool IsStalled() const {
return stalled_lock.owns_lock();
}
protected:
/// Core system
Core::System& system;
@ -241,7 +247,7 @@ private:
/// Set via IAudioDevice service calls
f32 device_volume{1.0f};
/// True if coretiming has been stalled
bool stalled{false};
std::unique_lock<std::mutex> stalled_lock;
};
using SinkStreamPtr = std::unique_ptr<SinkStream>;

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@ -443,7 +443,7 @@ struct Values {
SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
SwitchableSetting<bool> use_vsync{true, "use_vsync"};
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
ShaderBackend::SPIRV, "shader_backend"};
SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};

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@ -189,7 +189,7 @@ struct System::Impl {
kernel.Suspend(false);
core_timing.SyncPause(false);
is_paused = false;
is_paused.store(false, std::memory_order_relaxed);
return status;
}
@ -200,14 +200,13 @@ struct System::Impl {
core_timing.SyncPause(true);
kernel.Suspend(true);
is_paused = true;
is_paused.store(true, std::memory_order_relaxed);
return status;
}
bool IsPaused() const {
std::unique_lock lk(suspend_guard);
return is_paused;
return is_paused.load(std::memory_order_relaxed);
}
std::unique_lock<std::mutex> StallProcesses() {
@ -218,7 +217,7 @@ struct System::Impl {
}
void UnstallProcesses() {
if (!is_paused) {
if (!IsPaused()) {
core_timing.SyncPause(false);
kernel.Suspend(false);
}
@ -465,7 +464,7 @@ struct System::Impl {
}
mutable std::mutex suspend_guard;
bool is_paused{};
std::atomic_bool is_paused{};
std::atomic<bool> is_shutting_down{};
Timing::CoreTiming core_timing;

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@ -145,6 +145,7 @@ void EmulatedDevices::UnloadInput() {
for (auto& button : keyboard_modifier_devices) {
button.reset();
}
ring_analog_device.reset();
}
void EmulatedDevices::EnableConfiguration() {

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@ -138,6 +138,16 @@ struct InputSubsystem::Impl {
Common::Input::UnregisterFactory<Common::Input::OutputDevice>(tas_input->GetEngineName());
tas_input.reset();
Common::Input::UnregisterFactory<Common::Input::InputDevice>(camera->GetEngineName());
Common::Input::UnregisterFactory<Common::Input::OutputDevice>(camera->GetEngineName());
camera.reset();
Common::Input::UnregisterFactory<Common::Input::InputDevice>(
virtual_amiibo->GetEngineName());
Common::Input::UnregisterFactory<Common::Input::OutputDevice>(
virtual_amiibo->GetEngineName());
virtual_amiibo.reset();
#ifdef HAVE_SDL2
Common::Input::UnregisterFactory<Common::Input::InputDevice>(sdl->GetEngineName());
Common::Input::UnregisterFactory<Common::Input::OutputDevice>(sdl->GetEngineName());

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@ -7,6 +7,7 @@
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/hid/hid_core.h"
#include "core/perf_stats.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
@ -26,6 +27,7 @@ EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Co
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
system.HIDCore().UnloadInputDevices();
input_subsystem->Shutdown();
SDL_Quit();
}