IOS: Only have one USBScanner

Some games open two USB interfaces, e.g. /dev/usb/oh0 and /dev/usb/hid.
This was causing us to run two scanning threads at once, using up more
CPU time for scanning than we need to.
This commit is contained in:
JosJuice committed 2025-04-21 21:57:49 +02:00
1 parent 920a44aec2
commit e468e2359a
18 files changed
+183 -61

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@@ -32,6 +32,7 @@
#include "Core/PowerPC/PowerPC.h"
#include "IOS/USB/Emulated/Infinity.h"
#include "IOS/USB/Emulated/Skylanders/Skylander.h"
#include "IOS/USB/USBScanner.h"
#include "VideoCommon/Assets/CustomAssetLoader.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
@@ -89,6 +90,7 @@ struct System::Impl
SerialInterface::SerialInterfaceManager m_serial_interface;
Sram m_sram;
SystemTimers::SystemTimersManager m_system_timers;
IOS::HLE::USBScanner m_usb_scanner;
VertexShaderManager m_vertex_shader_manager;
XFStateManager m_xf_state_manager;
VideoInterface::VideoInterfaceManager m_video_interface;
@@ -313,6 +315,11 @@ SystemTimers::SystemTimersManager& System::GetSystemTimers() const
return m_impl->m_system_timers;
}
IOS::HLE::USBScanner& System::GetUSBScanner() const
{
return m_impl->m_usb_scanner;
}
VertexShaderManager& System::GetVertexShaderManager() const
{
return m_impl->m_vertex_shader_manager;