From a33b2afe088627fca57c5e1081530d3702ad4ad1 Mon Sep 17 00:00:00 2001 From: Megamouse Date: Sun, 29 Aug 2021 08:40:39 +0200 Subject: [PATCH] input: remove inconvenient pad mutex It takes too long to wait for some handlers after all, causing stutter. --- rpcs3/Input/pad_thread.cpp | 76 ++++++++++++++++++-------------------- 1 file changed, 36 insertions(+), 40 deletions(-) diff --git a/rpcs3/Input/pad_thread.cpp b/rpcs3/Input/pad_thread.cpp index 63b5633543..75d0b07cfb 100644 --- a/rpcs3/Input/pad_thread.cpp +++ b/rpcs3/Input/pad_thread.cpp @@ -226,59 +226,55 @@ void pad_thread::ThreadFunc() u32 connected_devices = 0; + for (auto& cur_pad_handler : handlers) { - std::lock_guard lock(pad::g_pad_mutex); + cur_pad_handler.second->ThreadProc(); + connected_devices += cur_pad_handler.second->connected_devices; + } - for (auto& cur_pad_handler : handlers) + m_info.now_connect = connected_devices + num_ldd_pad; + + // The input_ignored section is only reached when a dialog was closed and the pads are still intercepted. + // As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami). + // ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma). + const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED); + bool any_button_pressed = false; + + for (usz i = 0; i < m_pads.size(); i++) + { + const auto& pad = m_pads[i]; + + // I guess this is the best place to add pressure sensitivity without too much code duplication. + if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED) { - cur_pad_handler.second->ThreadProc(); - connected_devices += cur_pad_handler.second->connected_devices; - } + const bool adjust_pressure = pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed; - m_info.now_connect = connected_devices + num_ldd_pad; - - // The input_ignored section is only reached when a dialog was closed and the pads are still intercepted. - // As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami). - // ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma). - const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED); - bool any_button_pressed = false; - - for (usz i = 0; i < m_pads.size(); i++) - { - const auto& pad = m_pads[i]; - - // I guess this is the best place to add pressure sensitivity without too much code duplication. - if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED) + for (auto& button : pad->m_buttons) { - const bool adjust_pressure = pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed; - - for (auto& button : pad->m_buttons) + if (button.m_pressed) { - if (button.m_pressed) + if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS || + button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE || + button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE || + button.m_outKeyCode == CELL_PAD_CTRL_SQUARE || + button.m_outKeyCode == CELL_PAD_CTRL_START || + button.m_outKeyCode == CELL_PAD_CTRL_SELECT) { - if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS || - button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE || - button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE || - button.m_outKeyCode == CELL_PAD_CTRL_SQUARE || - button.m_outKeyCode == CELL_PAD_CTRL_START || - button.m_outKeyCode == CELL_PAD_CTRL_SELECT) - { - any_button_pressed = true; - } + any_button_pressed = true; + } - if (adjust_pressure) - { - button.m_value = pad->m_pressure_intensity; - } + if (adjust_pressure) + { + button.m_value = pad->m_pressure_intensity; } } } } + } - if (input_ignored && !any_button_pressed) - { - m_info.ignore_input = false; - } + if (input_ignored && !any_button_pressed) + { + m_info.ignore_input = false; } std::this_thread::sleep_for(1ms);