/* 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 . */ #pragma once #include "common/Pcsx2Defs.h" #include "common/General.h" #if defined(__APPLE__) #include #elif !defined(_WIN32) #include #endif #include #include namespace Threading { // -------------------------------------------------------------------------------------- // Platform Specific External APIs // -------------------------------------------------------------------------------------- // The following set of documented functions have Linux/Win32 specific implementations, // which are found in WinThreads.cpp and LnxThreads.cpp extern u64 GetThreadCpuTime(); extern u64 GetThreadTicksPerSecond(); /// Set the name of the current thread extern void SetNameOfCurrentThread(const char* name); // Releases a timeslice to other threads. extern void Timeslice(); // For use in spin/wait loops. extern void SpinWait(); // Optional implementation to enable hires thread/process scheduler for the operating system. // Needed by Windows, but might not be relevant to other platforms. extern void EnableHiresScheduler(); extern void DisableHiresScheduler(); // sleeps the current thread for the given number of milliseconds. extern void Sleep(int ms); // -------------------------------------------------------------------------------------- // ThreadHandle // -------------------------------------------------------------------------------------- // Abstracts an OS's handle to a thread, closing the handle when necessary. Currently, // only used for getting the CPU time for a thread. // class ThreadHandle { public: ThreadHandle(); ThreadHandle(ThreadHandle&& handle); ThreadHandle(const ThreadHandle& handle); ~ThreadHandle(); /// Returns a new handle for the calling thread. static ThreadHandle GetForCallingThread(); ThreadHandle& operator=(ThreadHandle&& handle); ThreadHandle& operator=(const ThreadHandle& handle); operator void*() const { return m_native_handle; } operator bool() const { return (m_native_handle != nullptr); } /// Returns the amount of CPU time consumed by the thread, at the GetThreadTicksPerSecond() frequency. u64 GetCPUTime() const; /// Sets the affinity for a thread to the specified processors. /// Obviously, only works up to 64 processors. bool SetAffinity(u64 processor_mask) const; protected: void* m_native_handle = nullptr; // We need the thread ID for affinity adjustments on Linux. #if defined(__linux__) unsigned int m_native_id = 0; #endif }; // -------------------------------------------------------------------------------------- // Thread // -------------------------------------------------------------------------------------- // Abstracts a native thread in a lightweight manner. Provides more functionality than // std::thread (allowing stack size adjustments). // class Thread : public ThreadHandle { public: using EntryPoint = std::function; Thread(); Thread(Thread&& thread); Thread(const Thread&) = delete; Thread(EntryPoint func); ~Thread(); ThreadHandle& operator=(Thread&& thread); ThreadHandle& operator=(const Thread& handle) = delete; __fi bool Joinable() const { return (m_native_handle != nullptr); } __fi u32 GetStackSize() const { return m_stack_size; } /// Sets the stack size for the thread. Do not call if the thread has already been started. void SetStackSize(u32 size); bool Start(EntryPoint func); void Detach(); void Join(); protected: #ifdef _WIN32 static unsigned __stdcall ThreadProc(void* param); #else static void* ThreadProc(void* param); #endif u32 m_stack_size = 0; }; /// A semaphore that may not have a fast userspace path /// (Used in other semaphore-based algorithms where the semaphore is just used for its thread sleep/wake ability) class KernelSemaphore { #if defined(_WIN32) void* m_sema; #elif defined(__APPLE__) semaphore_t m_sema; #else sem_t m_sema; #endif public: KernelSemaphore(); ~KernelSemaphore(); void Post(); void Wait(); bool TryWait(); }; /// A semaphore for notifying a work-processing thread of new work in a (separate) queue /// /// Usage: /// - Processing thread loops on `WaitForWork()` followed by processing all work in the queue /// - Threads adding work first add their work to the queue, then call `NotifyOfWork()` class WorkSema { /// Semaphore for sleeping the worker thread KernelSemaphore m_sema; /// Semaphore for sleeping thread waiting on worker queue empty KernelSemaphore m_empty_sema; /// Current state (see enum below) std::atomic m_state{0}; // Expected call frequency is NotifyOfWork > WaitForWork > WaitForEmpty // So optimize states for fast NotifyOfWork enum { /* Any <-2 state: STATE_DEAD: Thread has crashed and is awaiting revival */ STATE_SPINNING = -2, ///< Worker thread is spinning waiting for work STATE_SLEEPING = -1, ///< Worker thread is sleeping on m_sema STATE_RUNNING_0 = 0, ///< Worker thread is processing work, but no work has been added since it last checked for new work /* Any >0 state: STATE_RUNNING_N: Worker thread is processing work, and work has been added since it last checked for new work */ STATE_FLAG_WAITING_EMPTY = 1 << 30, ///< Flag to indicate that a thread is sleeping on m_empty_sema (can be applied to any STATE_RUNNING) }; bool IsDead(s32 state) { return state < STATE_SPINNING; } bool IsReadyForSleep(s32 state) { s32 waiting_empty_cleared = state & (STATE_FLAG_WAITING_EMPTY - 1); return waiting_empty_cleared == STATE_RUNNING_0; } s32 NextStateWaitForWork(s32 current) { s32 new_state = IsReadyForSleep(current) ? STATE_SLEEPING : STATE_RUNNING_0; return new_state | (current & STATE_FLAG_WAITING_EMPTY); // Preserve waiting empty flag for RUNNING_N → RUNNING_0 } public: /// Notify the worker thread that you've added new work to its queue void NotifyOfWork() { // State change: // DEAD: Stay in DEAD (starting DEAD state is INT_MIN so we can assume we won't flip over to anything else) // SPINNING: Change state to RUNNING. Thread will notice and process the new data // SLEEPING: Change state to RUNNING and wake worker. Thread will wake up and process the new data. // RUNNING_0: Change state to RUNNING_N. // RUNNING_N: Stay in RUNNING_N s32 old = m_state.fetch_add(2, std::memory_order_release); if (old == STATE_SLEEPING) m_sema.Post(); } /// Checks if there's any work in the queue bool CheckForWork(); /// Wait for work to be added to the queue void WaitForWork(); /// Wait for work to be added to the queue, spinning for a bit before sleeping the thread void WaitForWorkWithSpin(); /// Wait for the worker thread to finish processing all entries in the queue or die /// Returns false if the thread is dead bool WaitForEmpty(); /// Wait for the worker thread to finish processing all entries in the queue or die, spinning a bit before sleeping the thread /// Returns false if the thread is dead bool WaitForEmptyWithSpin(); /// Called by the worker thread to notify others of its death /// Dead threads don't process work, and WaitForEmpty will return instantly even though there may be work in the queue void Kill(); /// Reset the semaphore to the initial state /// Should be called by the worker thread if it restarts after dying void Reset(); }; /// A semaphore that definitely has a fast userspace path class UserspaceSemaphore { KernelSemaphore m_sema; std::atomic m_counter{0}; public: UserspaceSemaphore() = default; ~UserspaceSemaphore() = default; void Post() { if (m_counter.fetch_add(1, std::memory_order_release) < 0) m_sema.Post(); } void Wait() { if (m_counter.fetch_sub(1, std::memory_order_acquire) <= 0) m_sema.Wait(); } bool TryWait() { int32_t counter = m_counter.load(std::memory_order_relaxed); while (counter > 0 && !m_counter.compare_exchange_weak(counter, counter - 1, std::memory_order_acquire, std::memory_order_relaxed)) ; return counter > 0; } }; } // namespace Threading