/* 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 . */ #include "common/Threading.h" #include "common/Assertions.h" #ifdef _WIN32 #include "common/RedtapeWindows.h" #endif #include // -------------------------------------------------------------------------------------- // Semaphore Implementations // -------------------------------------------------------------------------------------- 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)); 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)); 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() { 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! // 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)) 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)); } bool Threading::WorkSema::WaitForEmptyWithSpin() { 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! if (waited > SPIN_TIME_NS && m_state.compare_exchange_weak(value, value | STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire)) 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::min(), std::memory_order_release); if (value & STATE_FLAG_WAITING_EMPTY) m_empty_sema.Post(); } void Threading::WorkSema::Reset() { m_state = STATE_RUNNING_0; } #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); #else sem_wait(&m_sema); #endif } bool Threading::KernelSemaphore::TryWait() { #ifdef _WIN32 return WaitForSingleObject(m_sema, 0) == WAIT_OBJECT_0; #else return sem_trywait(&m_sema) == 0; #endif } #endif