pcsx2/common/Semaphore.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
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#include "common/Threading.h"
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#ifdef _WIN32
#include "common/RedtapeWindows.h"
#endif
// --------------------------------------------------------------------------------------
// Semaphore Implementations
// --------------------------------------------------------------------------------------
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void Threading::WorkSema::WaitForWork()
{
// State change:
// SLEEPING, SPINNING: This is the worker thread and it's clearly not asleep or spinning, so these states should be impossible
// RUNNING_0: Change state to SLEEPING, wake up thread if WAITING_EMPTY
// RUNNING_N: Change state to RUNNING_0 (and preserve WAITING_EMPTY flag)
s32 value = m_state.load(std::memory_order_relaxed);
pxAssert(!IsDead(value));
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while (!m_state.compare_exchange_weak(value, NextStateWaitForWork(value), std::memory_order_acq_rel, std::memory_order_relaxed))
;
if (IsReadyForSleep(value))
{
if (value & STATE_FLAG_WAITING_EMPTY)
m_empty_sema.Post();
m_sema.Wait();
// Acknowledge any additional work added between wake up request and getting here
m_state.fetch_and(STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire);
}
}
void Threading::WorkSema::WaitForWorkWithSpin()
{
s32 value = m_state.load(std::memory_order_relaxed);
pxAssert(!IsDead(value));
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while (IsReadyForSleep(value))
{
if (m_state.compare_exchange_weak(value, STATE_SPINNING, std::memory_order_release, std::memory_order_relaxed))
{
if (value & STATE_FLAG_WAITING_EMPTY)
m_empty_sema.Post();
value = STATE_SPINNING;
break;
}
}
u32 waited = 0;
while (value < 0)
{
if (waited > SPIN_TIME_NS)
{
if (!m_state.compare_exchange_weak(value, STATE_SLEEPING, std::memory_order_relaxed))
continue;
m_sema.Wait();
break;
}
waited += ShortSpin();
value = m_state.load(std::memory_order_relaxed);
}
// Clear back to STATE_RUNNING_0 (but preserve waiting empty flag)
m_state.fetch_and(STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire);
}
bool Threading::WorkSema::WaitForEmpty()
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{
s32 value = m_state.load(std::memory_order_acquire);
while (true)
{
if (value < 0)
return !IsDead(value); // STATE_SLEEPING or STATE_SPINNING, queue is empty!
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// Note: We technically only need memory_order_acquire on *failure* (because that's when we could leave without sleeping), but libstdc++ still asserts on failure < success
if (m_state.compare_exchange_weak(value, value | STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire))
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break;
}
pxAssertDev(!(value & STATE_FLAG_WAITING_EMPTY), "Multiple threads attempted to wait for empty (not currently supported)");
m_empty_sema.Wait();
return !IsDead(m_state.load(std::memory_order_relaxed));
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}
bool Threading::WorkSema::WaitForEmptyWithSpin()
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{
s32 value = m_state.load(std::memory_order_acquire);
u32 waited = 0;
while (true)
{
if (value < 0)
return !IsDead(value); // STATE_SLEEPING or STATE_SPINNING, queue is empty!
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if (waited > SPIN_TIME_NS && m_state.compare_exchange_weak(value, value | STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire))
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break;
waited += ShortSpin();
value = m_state.load(std::memory_order_acquire);
}
pxAssertDev(!(value & STATE_FLAG_WAITING_EMPTY), "Multiple threads attempted to wait for empty (not currently supported)");
m_empty_sema.Wait();
return !IsDead(m_state.load(std::memory_order_relaxed));
}
void Threading::WorkSema::Kill()
{
s32 value = m_state.exchange(std::numeric_limits<s32>::min(), std::memory_order_release);
if (value & STATE_FLAG_WAITING_EMPTY)
m_empty_sema.Post();
}
void Threading::WorkSema::Reset()
{
m_state = STATE_RUNNING_0;
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}
#if !defined(__APPLE__) // macOS implementations are in DarwinSemaphore
Threading::KernelSemaphore::KernelSemaphore()
{
#ifdef _WIN32
m_sema = CreateSemaphore(nullptr, 0, LONG_MAX, nullptr);
#else
sem_init(&m_sema, false, 0);
#endif
}
Threading::KernelSemaphore::~KernelSemaphore()
{
#ifdef _WIN32
CloseHandle(m_sema);
#else
sem_destroy(&m_sema);
#endif
}
void Threading::KernelSemaphore::Post()
{
#ifdef _WIN32
ReleaseSemaphore(m_sema, 1, nullptr);
#else
sem_post(&m_sema);
#endif
}
void Threading::KernelSemaphore::Wait()
{
#ifdef _WIN32
WaitForSingleObject(m_sema, INFINITE);
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#else
sem_wait(&m_sema);
#endif
}
bool Threading::KernelSemaphore::TryWait()
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{
#ifdef _WIN32
return WaitForSingleObject(m_sema, 0) == WAIT_OBJECT_0;
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#else
return sem_trywait(&m_sema) == 0;
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#endif
}
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#endif