/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2009 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 . */ #pragma once #include "Threading.h" #include "EventSource.h" namespace Threading { // -------------------------------------------------------------------------------------- // IThread - Interface for the public access to PersistentThread. // -------------------------------------------------------------------------------------- // Class usage: Can be used for allowing safe nullification of a thread handle. Rather // than being NULL'd, the handle can be mapped to an IThread implementation which acts // as a do-nothing placebo or an assertion generator. // class IThread { DeclareNoncopyableObject(IThread); public: IThread() {} virtual ~IThread() throw() {} virtual bool IsSelf() const { return false; } virtual bool IsRunning() { return false; } virtual void Start() {} virtual void Cancel( bool isBlocking = true ) {} virtual void Block() {} virtual bool Detach() { return false; } }; // -------------------------------------------------------------------------------------- // ThreadDeleteEvent // -------------------------------------------------------------------------------------- class EventListener_Thread : public IEventDispatcher { public: typedef int EvtParams; protected: PersistentThread* m_thread; public: EventListener_Thread() { m_thread = NULL; } virtual ~EventListener_Thread() throw() {} void SetThread( PersistentThread& thr ) { m_thread = &thr; } void SetThread( PersistentThread* thr ) { m_thread = thr; } void DispatchEvent( const int& params ) { OnThreadCleanup(); } protected: // Invoked by the PersistentThread when the thread execution is ending. This is // typically more useful than a delete listener since the extended thread information // provided by virtualized functions/methods will be available. // Important! This event is executed *by the thread*, so care must be taken to ensure // thread sync when necessary (posting messages to the main thread, etc). virtual void OnThreadCleanup()=0; }; // -------------------------------------------------------------------------------------- // PersistentThread - Helper class for the basics of starting/managing persistent threads. // -------------------------------------------------------------------------------------- // This class is meant to be a helper for the typical threading model of "start once and // reuse many times." This class incorporates a lot of extra overhead in stopping and // starting threads, but in turn provides most of the basic thread-safety and event-handling // functionality needed for a threaded operation. In practice this model is usually an // ideal one for efficiency since Operating Systems themselves typically subscribe to a // design where sleeping, suspending, and resuming threads is very efficient, but starting // new threads has quite a bit of overhead. // // To use this as a base class for your threaded procedure, overload the following virtual // methods: // void OnStart(); // void ExecuteTaskInThread(); // void OnCleanupInThread(); // // Use the public methods Start() and Cancel() to start and shutdown the thread, and use // m_sem_event internally to post/receive events for the thread (make a public accessor for // it in your derived class if your thread utilizes the post). // // Notes: // * Constructing threads as static global vars isn't recommended since it can potentially // confuse w32pthreads, if the static initializers are executed out-of-order (C++ offers // no dependency options for ensuring correct static var initializations). Use heap // allocation to create thread objects instead. // class PersistentThread : public virtual IThread { DeclareNoncopyableObject(PersistentThread); friend void pxYield( int ms ); protected: wxString m_name; // diagnostic name for our thread. pthread_t m_thread; uptr m_native_id; // typically an id, but implementing platforms can do whatever. uptr m_native_handle; // typically a pointer/handle, but implementing platforms can do whatever. Semaphore m_sem_event; // general wait event that's needed by most threads Semaphore m_sem_startup; // startup sync tool Mutex m_lock_InThread; // used for canceling and closing threads in a deadlock-safe manner MutexRecursive m_lock_start; // used to lock the Start() code from starting simultaneous threads accidentally. volatile long m_detached; // a boolean value which indicates if the m_thread handle is valid volatile long m_running; // set true by Start(), and set false by Cancel(), Block(), etc. // exception handle, set non-NULL if the thread terminated with an exception // Use RethrowException() to re-throw the exception using its original exception type. ScopedPtr m_except; EventSource m_evtsrc_OnDelete; public: virtual ~PersistentThread() throw(); PersistentThread(); PersistentThread( const char* name ); pthread_t GetId() const { return m_thread; } u64 GetCpuTime() const; virtual void Start(); virtual void Cancel( bool isBlocking = true ); virtual bool Cancel( const wxTimeSpan& timeout ); virtual bool Detach(); virtual void Block(); virtual bool Block( const wxTimeSpan& timeout ); virtual void RethrowException() const; void AddListener( EventListener_Thread& evt ); void AddListener( EventListener_Thread* evt ) { if( evt == NULL ) return; AddListener( *evt ); } void WaitOnSelf( Semaphore& mutex ) const; void WaitOnSelf( Mutex& mutex ) const; bool WaitOnSelf( Semaphore& mutex, const wxTimeSpan& timeout ) const; bool WaitOnSelf( Mutex& mutex, const wxTimeSpan& timeout ) const; bool IsRunning() const; bool IsSelf() const; wxString GetName() const; bool HasPendingException() const { return !!m_except; } protected: // Extending classes should always implement your own OnStart(), which is called by // Start() once necessary locks have been obtained. Do not override Start() directly // unless you're really sure that's what you need to do. ;) virtual void OnStart(); virtual void OnStartInThread(); // This is called when the thread has been canceled or exits normally. The PersistentThread // automatically binds it to the pthread cleanup routines as soon as the thread starts. virtual void OnCleanupInThread(); // Implemented by derived class to perform actual threaded task! virtual void ExecuteTaskInThread()=0; void TestCancel() const; // Yields this thread to other threads and checks for cancellation. A sleeping thread should // always test for cancellation, however if you really don't want to, you can use Threading::Sleep() // or better yet, disable cancellation of the thread completely with DisableCancellation(). // // Parameters: // ms - 'minimum' yield time in milliseconds (rough -- typically yields are longer by 1-5ms // depending on operating system/platform). If ms is 0 or unspecified, then a single // timeslice is yielded to other contending threads. If no threads are contending for // time when ms==0, then no yield is done, but cancellation is still tested. void Yield( int ms = 0 ) { pxAssert( IsSelf() ); Threading::Sleep( ms ); TestCancel(); } void FrankenMutex( Mutex& mutex ); bool AffinityAssert_AllowFromSelf( const DiagnosticOrigin& origin ) const; bool AffinityAssert_DisallowFromSelf( const DiagnosticOrigin& origin ) const; // ---------------------------------------------------------------------------- // Section of methods for internal use only. void _platform_specific_OnStartInThread(); void _platform_specific_OnCleanupInThread(); bool _basecancel(); void _selfRunningTest( const wxChar* name ) const; void _DoSetThreadName( const wxString& name ); void _DoSetThreadName( const char* name ); void _internal_execute(); void _try_virtual_invoke( void (PersistentThread::*method)() ); void _ThreadCleanup(); static void* _internal_callback( void* func ); static void _pt_callback_cleanup( void* handle ); }; // -------------------------------------------------------------------------------------- // BaseTaskThread // -------------------------------------------------------------------------------------- // an abstract base class which provides simple parallel execution of single tasks. // // FIXME: This class is incomplete and untested! Don't use, unless you want to fix it // while you're at it. :D // // Implementation: // To use this class your derived class will need to implement its own Task() function // and also a "StartTask( parameters )" function which suits the need of your task, along // with any local variables your task needs to do its job. You may additionally want to // implement a "GetResult()" function, which would be a combination of WaitForResult() // and a return value of the computational result. // // Thread Safety: // If operating on local variables, you must execute WaitForResult() before leaving the // variable scope -- or alternatively have your StartTask() implementation make full // copies of dependent data. Also, by default PostTask() always assumes the previous // task has completed. If your system can post a new task before the previous one has // completed, then it needs to explicitly call WaitForResult() or provide a mechanism // to cancel the previous task (which is probably more work than it's worth). // // Performance notes: // * Remember that thread creation is generally slow, so you should make your object // instance once early and then feed it tasks repeatedly over the course of program // execution. // // * For threading to be a successful speedup, the task being performed should be as lock // free as possible. For example using STL containers in parallel usually fails to // yield any speedup due to the gratuitous amount of locking that the STL performs // internally. // // * The best application of tasking threads is to divide a large loop over a linear array // into smaller sections. For example, if you have 20,000 items to process, the task // can be divided into two threads of 10,000 items each. // class BaseTaskThread : public PersistentThread { protected: volatile bool m_Done; volatile bool m_TaskPending; Semaphore m_post_TaskComplete; Mutex m_lock_TaskComplete; public: virtual ~BaseTaskThread() throw() {} BaseTaskThread() : m_Done( false ) , m_TaskPending( false ) , m_post_TaskComplete() { } void Block(); void PostTask(); void WaitForResult(); protected: // Abstract method run when a task has been posted. Implementing classes should do // all your necessary processing work here. virtual void Task()=0; virtual void ExecuteTaskInThread(); }; }