Merge pull request #9044 from shuffle2/thread-names

Thread names
This commit is contained in:
Jordan Woyak 2020-08-23 06:01:05 -05:00 committed by GitHub
commit c36ae84b96
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7 changed files with 46 additions and 9 deletions

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@ -5,9 +5,11 @@
#include "Common/Thread.h"
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#ifdef _WIN32
#include <windows.h>
#include <Windows.h>
#include <processthreadsapi.h>
#else
#include <unistd.h>
#endif
@ -64,7 +66,7 @@ void SwitchCurrentThread()
// Sets the debugger-visible name of the current thread.
// Uses trick documented in:
// https://docs.microsoft.com/en-us/visualstudio/debugger/how-to-set-a-thread-name-in-native-code
void SetCurrentThreadName(const char* szThreadName)
static void SetCurrentThreadNameViaException(const char* name)
{
static const DWORD MS_VC_EXCEPTION = 0x406D1388;
@ -79,7 +81,7 @@ void SetCurrentThreadName(const char* szThreadName)
#pragma pack(pop)
info.dwType = 0x1000;
info.szName = szThreadName;
info.szName = name;
info.dwThreadID = static_cast<DWORD>(-1);
info.dwFlags = 0;
@ -92,6 +94,25 @@ void SetCurrentThreadName(const char* szThreadName)
}
}
static void SetCurrentThreadNameViaApi(const char* name)
{
// If possible, also set via the newer API. On some versions of Server it needs to be manually
// resolved. This API allows being able to observe the thread name even if a debugger wasn't
// attached when the name was set (see above link for more info).
static auto pSetThreadDescription = (decltype(&SetThreadDescription))GetProcAddress(
GetModuleHandleA("kernel32"), "SetThreadDescription");
if (pSetThreadDescription)
{
pSetThreadDescription(GetCurrentThread(), UTF8ToWString(name).c_str());
}
}
void SetCurrentThreadName(const char* name)
{
SetCurrentThreadNameViaException(name);
SetCurrentThreadNameViaApi(name);
}
#else // !WIN32, so must be POSIX threads
void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask)
@ -129,22 +150,22 @@ void SwitchCurrentThread()
usleep(1000 * 1);
}
void SetCurrentThreadName(const char* szThreadName)
void SetCurrentThreadName(const char* name)
{
#ifdef __APPLE__
pthread_setname_np(szThreadName);
pthread_setname_np(name);
#elif defined __FreeBSD__ || defined __OpenBSD__
pthread_set_name_np(pthread_self(), szThreadName);
pthread_set_name_np(pthread_self(), name);
#elif defined __HAIKU__
rename_thread(find_thread(nullptr), szThreadName);
rename_thread(find_thread(nullptr), name);
#else
// linux doesn't allow to set more than 16 bytes, including \0.
pthread_setname_np(pthread_self(), std::string(szThreadName).substr(0, 15).c_str());
pthread_setname_np(pthread_self(), std::string(name).substr(0, 15).c_str());
#endif
#ifdef USE_VTUNE
// VTune uses OS thread names by default but probably supports longer names when set via its own
// API.
__itt_thread_set_name(szThreadName);
__itt_thread_set_name(name);
#endif
}

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@ -10,6 +10,7 @@
#include "Common/Event.h"
#include "Common/Flag.h"
#include "Common/Thread.h"
// A thread that executes the given function for every item placed into its queue.
@ -53,6 +54,8 @@ private:
void ThreadLoop()
{
Common::SetCurrentThreadName("WorkQueueThread");
while (true)
{
m_wakeup.Wait();

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@ -69,6 +69,8 @@ void DiscordHandler::ShowNewJoinRequest(const std::string& id, const std::string
void DiscordHandler::Run()
{
Common::SetCurrentThreadName("DiscordHandler");
while (!m_stop_requested.IsSet())
{
Discord::CallPendingCallbacks();

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@ -134,6 +134,8 @@ static void HandleFrameStepHotkeys()
void HotkeyScheduler::Run()
{
Common::SetCurrentThreadName("HotkeyScheduler");
while (!m_stop_requested.IsSet())
{
Common::SleepCurrentThread(1000 / 60);

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@ -13,6 +13,7 @@
#include "Common/Event.h"
#include "Common/Logging/Log.h"
#include "Common/ScopeGuard.h"
#include "Common/Thread.h"
#include "InputCommon/ControllerInterface/DInput/DInput.h"
#include "InputCommon/ControllerInterface/XInput/XInput.h"
@ -43,6 +44,8 @@ void ciface::Win32::Init(void* hwnd)
std::promise<HWND> message_window_promise;
s_thread = std::thread([&message_window_promise] {
Common::SetCurrentThreadName("ciface::Win32 Message Loop");
HWND message_window = nullptr;
Common::ScopeGuard promise_guard([&] { message_window_promise.set_value(message_window); });

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@ -9,6 +9,7 @@
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "Common/Thread.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
@ -185,6 +186,8 @@ bool CommandBufferManager::CreateSubmitThread()
{
m_submit_loop = std::make_unique<Common::BlockingLoop>();
m_submit_thread = std::thread([this]() {
Common::SetCurrentThreadName("Vulkan CommandBufferManager SubmitThread");
m_submit_loop->Run([this]() {
PendingCommandBufferSubmit submit;
{

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@ -6,6 +6,7 @@
#include <thread>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Common/Thread.h"
namespace VideoCommon
{
@ -192,6 +193,8 @@ void AsyncShaderCompiler::WorkerThreadExit(void* param)
void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
{
Common::SetCurrentThreadName("AsyncShaderCompiler Worker");
// Initialize worker thread with backend-specific method.
if (!WorkerThreadInitWorkerThread(param))
{