pcsx2/common/src/Utilities/Windows/WinThreads.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/>.
*/
#include "PrecompiledHeader.h"
#include "RedtapeWindows.h"
#include "x86emitter/tools.h"
#include "PersistentThread.h"
#ifndef __WXMSW__
# pragma message( "WinThreads.cpp should only be compiled by projects or makefiles targeted at Microsoft Windows.")
#else
__forceinline void Threading::Sleep( int ms )
{
::Sleep( ms );
}
// For use in spin/wait loops, Acts as a hint to Intel CPUs and should, in theory
// improve performance and reduce cpu power consumption.
__forceinline void Threading::SpinWait()
{
__asm pause;
}
__forceinline void Threading::StoreFence()
{
__asm sfence;
}
__forceinline void Threading::EnableHiresScheduler()
{
// This improves accuracy of Sleep() by some amount, and only adds a negligible amount of
// overhead on modern CPUs. Typically desktops are already set pretty low, but laptops in
// particular may have a scheduler Period of 15 or 20ms to extend battery life.
// (note: this same trick is used by most multimedia software and games)
timeBeginPeriod( 1 );
}
__forceinline void Threading::DisableHiresScheduler()
{
timeEndPeriod( 1 );
}
// This hacky union would probably fail on some cpu platforms if the contents of FILETIME aren't
// packed (but for any x86 CPU and microsoft compiler, they will be).
union FileTimeSucks
{
FILETIME filetime;
u64 u64time;
};
u64 Threading::GetThreadCpuTime()
{
FileTimeSucks user, kernel;
FILETIME dummy;
GetThreadTimes( GetCurrentThread(), &dummy, &dummy, &kernel.filetime, &user.filetime );
return user.u64time + kernel.u64time;
}
u64 Threading::GetThreadTicksPerSecond()
{
return 10000000;
}
u64 Threading::pxThread::GetCpuTime() const
{
if (!m_native_handle) return 0;
FileTimeSucks user, kernel;
FILETIME dummy;
if( GetThreadTimes( (HANDLE)m_native_handle, &dummy, &dummy, &kernel.filetime, &user.filetime ) )
return user.u64time + kernel.u64time;
return 0; // thread prolly doesn't exist anymore.
}
void Threading::pxThread::_platform_specific_OnStartInThread()
{
// OpenThread Note: Vista and Win7 need only THREAD_QUERY_LIMITED_INFORMATION (XP and 2k need more),
// however we own our process threads, so shouldn't matter in any case...
m_native_id = (uptr)GetCurrentThreadId();
m_native_handle = (uptr)OpenThread( THREAD_QUERY_INFORMATION, false, (DWORD)m_native_id );
pxAssertDev( m_native_handle, wxNullChar );
}
void Threading::pxThread::_platform_specific_OnCleanupInThread()
{
CloseHandle( (HANDLE)m_native_handle );
}
void Threading::pxThread::_DoSetThreadName( const char* name )
{
// This feature needs Windows headers and MSVC's SEH support:
#if defined(_WINDOWS_) && defined(_MSC_VER)
// This code sample was borrowed form some obscure MSDN article.
// In a rare bout of sanity, it's an actual Microsoft-published hack
// that actually works!
static const int MS_VC_EXCEPTION = 0x406D1388;
#pragma pack(push,8)
struct THREADNAME_INFO
{
DWORD dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
DWORD dwThreadID; // Thread ID (-1=caller thread).
DWORD dwFlags; // Reserved for future use, must be zero.
};
#pragma pack(pop)
THREADNAME_INFO info;
info.dwType = 0x1000;
info.szName = name;
info.dwThreadID = GetCurrentThreadId();
info.dwFlags = 0;
__try {
RaiseException( MS_VC_EXCEPTION, 0, sizeof(info)/sizeof(ULONG_PTR), (ULONG_PTR*)&info );
} __except(EXCEPTION_EXECUTE_HANDLER) { }
#endif
}
#endif