/* 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 . */ #if defined(_WIN32) #include "common/RedtapeWindows.h" #include "common/PersistentThread.h" #include "common/emitter/tools.h" __fi 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. __fi void Threading::SpinWait() { _mm_pause(); } __fi 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); } __fi void Threading::DisableHiresScheduler() { timeEndPeriod(1); } Threading::ThreadHandle::ThreadHandle() = default; Threading::ThreadHandle::ThreadHandle(const ThreadHandle& handle) { if (handle.m_native_handle) { HANDLE new_handle; if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle, GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0)) { m_native_handle = (void*)new_handle; } } } Threading::ThreadHandle::ThreadHandle(ThreadHandle&& handle) : m_native_handle(handle.m_native_handle) { handle.m_native_handle = nullptr; } Threading::ThreadHandle::~ThreadHandle() { if (m_native_handle) CloseHandle(m_native_handle); } Threading::ThreadHandle Threading::ThreadHandle::GetForCallingThread() { ThreadHandle ret; ret.m_native_handle = (void*)OpenThread(THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, GetCurrentThreadId()); return ret; } Threading::ThreadHandle& Threading::ThreadHandle::operator=(ThreadHandle&& handle) { if (m_native_handle) CloseHandle((HANDLE)m_native_handle); m_native_handle = handle.m_native_handle; handle.m_native_handle = nullptr; return *this; } Threading::ThreadHandle& Threading::ThreadHandle::operator=(const ThreadHandle& handle) { if (m_native_handle) { CloseHandle((HANDLE)m_native_handle); m_native_handle = nullptr; } HANDLE new_handle; if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle, GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0)) { m_native_handle = (void*)new_handle; } return *this; } u64 Threading::ThreadHandle::GetCPUTime() const { u64 ret = 0; if (m_native_handle) QueryThreadCycleTime((HANDLE)m_native_handle, &ret); return ret; } bool Threading::ThreadHandle::SetAffinity(u64 processor_mask) const { if (processor_mask == 0) processor_mask = ~processor_mask; return (SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)processor_mask) != 0 || GetLastError() != ERROR_SUCCESS); } u64 Threading::GetThreadCpuTime() { u64 ret = 0; QueryThreadCycleTime(GetCurrentThread(), &ret); return ret; } u64 Threading::GetThreadTicksPerSecond() { // On x86, despite what the MS documentation says, this basically appears to be rdtsc. // So, the frequency is our base clock speed (and stable regardless of power management). static u64 frequency = 0; if (unlikely(frequency == 0)) frequency = x86caps.CachedMHz() * u64(1000000); return frequency; } u64 Threading::pxThread::GetCpuTime() const { u64 ret = 0; if (m_native_handle) QueryThreadCycleTime((HANDLE)m_native_handle, &ret); return ret; } 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::SetNameOfCurrentThread(const char* name) { // This feature needs Windows headers and MSVC's SEH support: #if defined(_WIN32) && 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