Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.
Also adds an abstraction layer in `Common` so future changes are quicker
and easier.
Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if
This should be about equal or superior performance as unordered_dense for everything except iteration.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This one deserves a long story, but imma try to resume:
During investigating Absolum 1.2 black screen of death upon loading intro video, i've discovered guest was aborting for failing to allocate room for the video.
By logging everything prior to crash and decoding guest side instructions managed to confirm its media allocator was reading data faster than it was updating free available bucket list.
Since the IStorage::Read was happening 247 times before the crash, i've decided to add a very small sleep there, and boom, not only Absolum but some other titles got the same issue fixed.
But i was unsatisfied with the sleep and kept tracking guest instructions upstream in order to find a sync point for the read worker and the memory allocation update. But unfortunately the media allocator helpers live in guest, accessing memory directly via MMU, so any sync signaling would need to come from some dynarmic hack.
It's been 6 days now, so i've decided to polish the sleep: Moved it upstream to where i could have access for proper predicate, and added machinery to service and nvhost to support that. Now the sleep is restricted only for nvdec istorage reads. Any other reads will flow normally.
TL;DR: currently our code is so blazing async that guest is capable to request reads before its very self refresh it have freed room to do so. The sleep accepted as broadly stable was 600 us (MICROseconds), and it affects ONLY nvdec chunk reading.
Reports confirm that now videos are smoother now.
Code was polished at my knowledge limits.
Mostly machinery to track when a request comes from a process with nvdec active, and is istorage read.
I can provide more details if it comes to be needed.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4316
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
- Dynamic shader cache reloading capability for qlaunch
- Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it)
- Layer stack masks & shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch
- Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad.
- etc.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
I'm not into millennial humor, personally.
Proactively removed as much profanity as I could grep.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
This insufferable work tries to cover some holes on previous threading implementation from yuzu's team, starting with Windows and Linux reordering of priorities (NICE), reworks previous Android's threading and cpu affinity with adpf, adjust emulated clocks/gpu for better "accuracy" with their work, bumps android minSDK for all flavors, legacy will now work with AP 29 to cover A10 - A12, standard will reach A13 as base and finally the optimized build will come with API 35, mostly targeted on devices with A15 support and newer, NDK and AGP wasn't upgraded yet. The performance cost efficiency have been improved based on device power configuration; preventing overheating if certain devices tended to fall into NICE0 (not allocated threads priority, all task ran with higher priority, 11 tasks running within the limited 2 - 7 threads available on the most common configuration 1x3x4 or 1x4x3).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4254
a bit of refactoring so there's less code duplication...
probably a good idea to make it a lambda anyways
maybe this is why QLauncher didn't have proper DLCs and updates?
either way "GetPseudoDeviceId" is now implemented (still stubbed) with a proper hash instead of just 0
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4159
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
loader is barely called whereas audio for example is called super often
thus demote loaderr
jit is only ever used by Super Mario 3D stars, and no other
games require this to be a separate jit thread
additionally even of 3D stars this is called often chary
so no; we dont need a dedicated thread for it either way
this pr should help low power devices/devices with less cores/threads
to schedule the existing emulator threads more efficiently
also moving to guest means the CPU threads get more loaded with
stuffings, which is a good thing as most of the time theyre
sleeping and/or waiting for a mutex
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4148
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
I don't remember why this wasn't done earlier, did I miss something or I purpousefully avoided this due to an issue?
Please test NO HANGS when opening/closing/playing
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3971
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
continuation of #309 but applying to even more files than before :)
also makes them lowercase because `0xfafafa` is better as `0XFAFAFA`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Returning success when the path already exists confuses games like Eastward which use this result in their save logic.
Closes https://github.com/eden-emulator/mirror/pull/10
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Tom Pratt <tom.pratt@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4224
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)
First three commits are from PR 4012.
The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
3970 revert fixes crash caused by scheduler
4177 fix mario galaxy and metroid prime 4 not booting
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4187
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
test no regressions especially on Liiinux
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4076
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
services inheriting from ServiceFramework already have an accessible
system pointer from the inheritance
adding an extra pointer (m_system, often) isn't required and tis
entirely redundant.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4171
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
we use JPEG only with STB, dont need the others
which are included in the final binary, after gc+lto
this doesnt affect stb_dxt, which still includes all required BCn stuff
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4179
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
anyways this should remove a bunch of redundant code/stack usage for response builders (ahem, msvc)
SHOULD help games that use IPC heavily like PKZA and whatnot
biblical levels of performance greed
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3774
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
#3908 changed process_creation.*, CreateProcess/CreateApplicationProcess, to return std::optional<Process> instead of std::unique_ptr<Process>, so the AM sites now transfer a Process by value via make_unique<Service::Process>(*std::move(opt)).
The consequence: Process owns a refcounted KProcess* but its user-declared dtor suppressed the implicit move ctor, so that "move" silently shallow-copied and the temporary's dtor Close()/RemoveProcess()'d the shared handle -> use-after-free.
It's seems to be user end based, so whether it crashes may depend on machine, compiler, allocator reuse, refcount slack, and the AM event-observer thread race, idk. It reliably crashed my MSVC build at launching games (cstack: ProcessHolder -> MultiWait -> KSynchronizationObject::Wait -> null) multiple times.
Fix: give Process a move ctor that steals the handle (nulling the source so the moved-from dtor is a no-op) and delete copy/move-assign, making the optional<->unique_ptr transfer safe.
Bonus: explicited delete for the 3 kinds of assignment: copy ctor (the one used in eden), copy assign and move assign (currently unused) to force compile error if they ever come to use.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4137
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This add winding application function. Test this by opening qlaunch -> top left Profile -> edit profile picture -> go back (do not save if you are on fw21+, it corrupts the image)
And reverts in #3908 added `optional<Process>` to `unique_ptr<Process>`
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4134
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
rust has Result<T,E> but we don't really need that in c++, also the header just sucks, objectively
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4075
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Good fix or absolute trash?
For me it seems like an OK balance, better would be fully dynamic; but I believe 256 is a reasonable limit?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3982
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should make a few more homebrew boot :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3771
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>