DSPLLE: Put DSP thread in idle state if it's paused to prevent a deadlock
DSP thread is considered "idle" when it signals s_ppc_event and waits for s_dsp_event, without putting it in this state when m_dsp_thread_mutex is locked it was possible to create a deadlock between a DSP thread, emulation thread and Qt thread by accessing Config menu immediately after booting up the game
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@ -98,22 +98,24 @@ void DSPLLE::DSPThread(DSPLLE* dsp_lle)
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const int cycles = static_cast<int>(dsp_lle->m_cycle_count.load());
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if (cycles > 0)
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{
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std::lock_guard<std::mutex> dsp_thread_lock(dsp_lle->m_dsp_thread_mutex);
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if (g_dsp_jit)
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std::unique_lock dsp_thread_lock(dsp_lle->m_dsp_thread_mutex, std::try_to_lock);
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if (dsp_thread_lock)
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{
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DSPCore_RunCycles(cycles);
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if (g_dsp_jit)
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{
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DSPCore_RunCycles(cycles);
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}
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else
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{
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DSP::Interpreter::RunCyclesThread(cycles);
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}
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dsp_lle->m_cycle_count.store(0);
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continue;
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}
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else
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{
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DSP::Interpreter::RunCyclesThread(cycles);
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}
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dsp_lle->m_cycle_count.store(0);
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}
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else
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{
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s_ppc_event.Set();
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s_dsp_event.Wait();
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}
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s_ppc_event.Set();
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s_dsp_event.Wait();
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}
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}
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