/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program 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 GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSdx.h" #include class IGSThread { protected: virtual void ThreadProc() = 0; }; // let us use std::thread for now, comment out the definition to go back to pthread // There are currently some bugs/limitations to std::thread (see various comment) // For the moment let's keep pthread but uses new std object (mutex, cond_var) //#define _STD_THREAD_ #ifdef _WINDOWS class GSThread : public IGSThread { DWORD m_ThreadId; HANDLE m_hThread; static DWORD WINAPI StaticThreadProc(void* lpParam); protected: void CreateThread(); void CloseThread(); public: GSThread(); virtual ~GSThread(); }; #else #ifdef _STD_THREAD_ #include #else #include #endif class GSThread : public IGSThread { #ifdef _STD_THREAD_ std::thread *t; #else pthread_attr_t m_thread_attr; pthread_t m_thread; #endif static void* StaticThreadProc(void* param); protected: void CreateThread(); void CloseThread(); public: GSThread(); virtual ~GSThread(); }; #endif // To allow switching between queue dynamically template class IGSJobQueue : public GSThread { public: IGSJobQueue() {} virtual ~IGSJobQueue() {} virtual bool IsEmpty() const = 0; virtual void Push(const T& item) = 0; virtual void Wait() = 0; virtual void Process(T& item) = 0; virtual int GetPixels(bool reset) = 0; }; // This queue doesn't lock any thread. It would be nicer for 2c/4c CPU. // pros: no hard limit on thread numbers // cons: less performance by thread template class GSJobQueue : public IGSJobQueue { protected: std::atomic m_count; std::atomic m_exit; boost::lockfree::spsc_queue > m_queue; std::mutex m_lock; std::condition_variable m_empty; std::condition_variable m_notempty; void ThreadProc() { std::unique_lock l(m_lock); while (true) { while (m_count == 0) { if (m_exit.load(memory_order_acquire)) return; m_notempty.wait(l); } l.unlock(); int16_t consumed = 0; for (int16_t nb = m_count; nb >= 0; nb--) { if (m_queue.consume_one(*this)) consumed++; } l.lock(); m_count -= consumed; if (m_count <= 0) m_empty.notify_one(); } } public: GSJobQueue() : m_count(0), m_exit(false) { this->CreateThread(); } virtual ~GSJobQueue() { m_exit = true; m_notempty.notify_one(); this->CloseThread(); } bool IsEmpty() const { ASSERT(m_count >= 0); return m_count == 0; } void Push(const T& item) { while(!m_queue.push(item)) std::this_thread::yield(); std::unique_lock l(m_lock); m_count++; l.unlock(); m_notempty.notify_one(); } void Wait() { if (m_count > 0) { std::unique_lock l(m_lock); while (m_count > 0) { m_empty.wait(l); } } ASSERT(m_count == 0); } void operator() (T& item) { this->Process(item); } }; // This queue locks 'only' RENDERING threads mostly the same performance as above if the CPU is fast enough // pros: nearly best fps by thread // cons: requires (1 + eThreads) cores for GS emulation only ! Reserved to 6/8 cores CPU. template class GSJobQueueSpin : public IGSJobQueue { protected: std::atomic m_count; std::atomic m_exit; boost::lockfree::spsc_queue > m_queue; std::mutex m_lock; std::condition_variable m_empty; void ThreadProc() { std::unique_lock l(m_lock, defer_lock); while (true) { while (m_count == 0) { if (m_exit.load(memory_order_acquire)) return; std::this_thread::yield(); } int16_t consumed = 0; for (int16_t nb = m_count; nb >= 0; nb--) { if (m_queue.consume_one(*this)) consumed++; } l.lock(); m_count -= consumed; l.unlock(); if (m_count <= 0) m_empty.notify_one(); } } public: GSJobQueueSpin() : m_count(0), m_exit(false) { this->CreateThread(); }; virtual ~GSJobQueueSpin() { m_exit = true; this->CloseThread(); } bool IsEmpty() const { ASSERT(m_count >= 0); return m_count == 0; } void Push(const T& item) { while(!m_queue.push(item)) std::this_thread::yield(); m_count++; } void Wait() { if (m_count > 0) { std::unique_lock l(m_lock); while (m_count > 0) { m_empty.wait(l); } } ASSERT(m_count == 0); } virtual void Process(T& item) = 0; void operator() (T& item) { this->Process(item); } }; // This queue locks RENDERING threads + GS threads onto dedicated CPU // pros: best fps by thread // cons: requires (1 + eThreads) cores for GS emulation only ! Reserved to 8 cores CPU. #if 0 template class GSJobQueue : public IGSJobQueue { protected: std::atomic m_count; std::atomic m_exit; boost::lockfree::spsc_queue > m_queue; void ThreadProc() { while (true) { while (m_count == 0) { if (m_exit.load(memory_order_acquire)) return; std::this_thread::yield(); } m_count -= m_queue.consume_all(*this); } } public: GSJobQueue() : m_count(0), m_exit(false) { CreateThread(); }; virtual ~GSJobQueue() { m_exit = true; CloseThread(); } bool IsEmpty() const { ASSERT(m_count >= 0); return m_count == 0; } void Push(const T& item) { m_count++; while(!m_queue.push(item)) std::this_thread::yield(); } void Wait() { while (m_count > 0) std::this_thread::yield(); ASSERT(m_count == 0); } virtual void Process(T& item) = 0; void operator() (T& item) { this->Process(item); } }; #endif