Merge pull request #1746 from skidau/dsp-thread-lock
Added lock guards around the DSP LLE cycle count updating.
This commit is contained in:
commit
a00aa1a770
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@ -35,8 +35,11 @@
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DSPLLE::DSPLLE()
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{
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m_bIsRunning = false;
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m_bIsRunning.Clear();
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{
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std::lock_guard<std::mutex> lk(m_csDSPCycleCountActive);
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m_cycle_count = 0;
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}
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}
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static Common::Event dspEvent;
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@ -88,9 +91,14 @@ void DSPLLE::dsp_thread(DSPLLE *dsp_lle)
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{
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Common::SetCurrentThreadName("DSP thread");
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while (dsp_lle->m_bIsRunning)
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while (dsp_lle->m_bIsRunning.IsSet())
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{
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int cycles = (int)dsp_lle->m_cycle_count;
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int cycles = 0;
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{
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std::lock_guard<std::mutex> lk(dsp_lle->m_csDSPCycleCountActive);
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cycles = (int)dsp_lle->m_cycle_count;
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}
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if (cycles > 0)
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{
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std::lock_guard<std::mutex> lk(dsp_lle->m_csDSPThreadActive);
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@ -102,7 +110,10 @@ void DSPLLE::dsp_thread(DSPLLE *dsp_lle)
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{
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DSPInterpreter::RunCyclesThread(cycles);
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}
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Common::AtomicStore(dsp_lle->m_cycle_count, 0);
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{
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std::lock_guard<std::mutex> lk(dsp_lle->m_csDSPCycleCountActive);
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dsp_lle->m_cycle_count = 0;
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}
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}
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else
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{
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@ -163,7 +174,7 @@ bool DSPLLE::Initialize(bool bWii, bool bDSPThread)
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{
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m_bWii = bWii;
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m_bDSPThread = true;
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if (NetPlay::IsNetPlayRunning() || Movie::IsMovieActive() || Core::g_want_determinism || !bDSPThread)
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if (NetPlay::IsNetPlayRunning() || Movie::IsMovieActive() || Core::g_want_determinism || !bDSPThread || !dspjit)
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m_bDSPThread = false;
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requestDisableThread = false;
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@ -177,12 +188,13 @@ bool DSPLLE::Initialize(bool bWii, bool bDSPThread)
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g_dsp.cpu_ram = Memory::base;
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DSPCore_Reset();
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m_bIsRunning = true;
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InitInstructionTable();
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if (m_bDSPThread)
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{
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m_bIsRunning.Set(true);
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m_hDSPThread = std::thread(dsp_thread, this);
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}
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Host_RefreshDSPDebuggerWindow();
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@ -192,9 +204,9 @@ bool DSPLLE::Initialize(bool bWii, bool bDSPThread)
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void DSPLLE::DSP_StopSoundStream()
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{
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DSPInterpreter::Stop();
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m_bIsRunning = false;
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if (m_bDSPThread)
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{
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m_bIsRunning.Clear();
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ppcEvent.Set();
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dspEvent.Set();
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m_hDSPThread.join();
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@ -210,17 +222,8 @@ u16 DSPLLE::DSP_WriteControlRegister(u16 _uFlag)
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{
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DSPInterpreter::WriteCR(_uFlag);
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// Check if the CPU has set an external interrupt (CR_EXTERNAL_INT)
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// and immediately process it, if it has.
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if (_uFlag & 2)
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{
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if (m_bDSPThread)
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{
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// External interrupt pending: this is the zelda ucode.
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// Disable the DSP thread because there is no performance gain.
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requestDisableThread = true;
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}
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if (!m_bDSPThread)
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{
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DSPCore_CheckExternalInterrupt();
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@ -228,6 +231,10 @@ u16 DSPLLE::DSP_WriteControlRegister(u16 _uFlag)
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}
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else
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{
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// External interrupt pending: this is the zelda ucode.
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// Disable the DSP thread because there is no performance gain.
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requestDisableThread = true;
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DSPCore_SetExternalInterrupt(true);
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}
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@ -338,9 +345,11 @@ void DSPLLE::DSP_Update(int cycles)
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{
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// Wait for dsp thread to complete its cycle. Note: this logic should be thought through.
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ppcEvent.Wait();
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Common::AtomicStore(m_cycle_count, dsp_cycles);
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{
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std::lock_guard<std::mutex> lk(m_csDSPCycleCountActive);
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m_cycle_count += dsp_cycles;
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}
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dspEvent.Set();
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}
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}
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@ -36,8 +36,9 @@ private:
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std::thread m_hDSPThread;
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std::mutex m_csDSPThreadActive;
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std::mutex m_csDSPCycleCountActive;
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bool m_bWii;
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bool m_bDSPThread;
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bool m_bIsRunning;
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volatile u32 m_cycle_count;
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Common::Flag m_bIsRunning;
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u32 m_cycle_count;
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};
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