* [HLE] Fix guest-thread sync and boot for Unreal Engine titles
Silent Hill: The Short Message (and other UE titles) now boot the full
engine thread graph instead of hanging early. Four related fixes:
- pthread cond/mutex semantics: retain a signal raised with no waiter as
pending, and key block/wake on the state's identity rather than a
resolved address that could differ between lock and unlock. This ends
the ~1.5M-call cond_wait busy-spin.
- Warm HLE type initializers and force-JIT their methods on a host thread
at Freeze(). A .cctor or first-time JIT running on a guest thread's
hijacked stack fail-fasts the CLR as "Invalid Program: attempted to
call a UnmanagedCallersOnly method from managed code".
- Guest thread scheduling: pump after a wake so a readied thread actually
runs, add a dispatcher thread for when every guest thread is parked,
and make the pump-depth guard an atomic CAS.
- Route mutex/rwlock lock/unlock off the non-blocking leaf-import fast
path so a contended lock can deschedule its guest thread.
Ported from the unreal-boot-fixes branch.
* [HLE] Keep mutex/rwlock unlock on the leaf-import fast path
The previous change routed all mutex/rwlock lock and unlock NIDs off the
leaf fast path so a contended lock could deschedule its guest thread. But
unlock never blocks, and taking it off the fast path made it slow enough
that Demon's Souls' job workers livelocked in a guest spinlock (millions
of mutex_unlock calls, no import progress, main thread stuck in
sceKernelWaitEventFlag).
Only *lock* needs to leave the leaf path. Restore the four unlock NIDs
(mutex + rwlock) so guest spinlocks stay cheap, while lock/rd/wrlock
remain off it for the blocking case Silent Hill needs.
* [HLE] Gate pthread_mutex_lock guest-thread blocking (fixes Demon's Souls)
Re-enabling cooperative deschedule on a contended pthread_mutex_lock
regressed Demon's Souls: its job workers run on libSceFiber, and blocking
a guest thread mid-fiber left sceFiberSwitch returning ESRCH followed by
a null fiber-context deref (0xC0000005). Bisect confirmed the pthread
change as the cause; the game reaches the same point as before it once
the block is skipped.
Gate the block behind SHARPEMU_MUTEX_LOCK_BLOCKING (off by default) so
contended locks fall through to the synchronous host-thread wait. The
rest of the pthread fixes (cond_wait pending signals, identity wake keys)
are unaffected.
SelectPhysicalDevice took the first device exposing a graphics+present
queue. On hybrid-graphics laptops that is the integrated GPU, so the
discrete card went unused - and AMD's integrated driver access-violates
inside vkCreateGraphicsPipelines while compiling some translated guest
shaders, killing the process. The CLR surfaced that native AV as
"Invalid Program: attempted to call a UnmanagedCallersOnly method from
managed code", which made it look like a CPU/threading fault.
Score the candidates instead: NVIDIA parts win, other discrete GPUs come
next, and an integrated GPU is only chosen when nothing else can present.
SHARPEMU_VK_DEVICE=<substring> pins a specific adapter, and the selected
device is logged.