/* 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 // This macro is actually useful for about any and every possible application of C++ // equality operators. #define OpEqu( field ) (field == right.field) // Macro used for removing some of the redtape involved in defining bitfield/union helpers. // #define BITFIELD32() \ union { \ u32 bitset; \ struct { #define BITFIELD_END }; }; // ---------------------------------------------------------------------------------------- // RecursionGuard - Basic protection against function recursion // ---------------------------------------------------------------------------------------- // Thread safety note: If used in a threaded environment, you shoud use a handle to a __threadlocal // storage variable (protects aaginst race conditions and, in *most* cases, is more desirable // behavior as well. // // Rationale: wxWidgets has its own wxRecursionGuard, but it has a sloppy implementation with // entirely unnecessary assertion checks. // class RecursionGuard { public: int& Counter; RecursionGuard( int& counter ) : Counter( counter ) { ++Counter; } virtual ~RecursionGuard() throw() { --Counter; } bool IsReentrant() const { return Counter > 1; } }; class IActionInvocation { public: virtual ~IActionInvocation() throw() {} virtual void InvokeAction()=0; }; // -------------------------------------------------------------------------------------- // IDeletableObject // -------------------------------------------------------------------------------------- // Oh the fruits and joys of multithreaded C++ coding conundrums! This class provides a way // to be deleted from arbitraty threads, or to delete themselves (which is considered unsafe // in C++, though it does typically work). It also gives objects a second recourse for // doing fully virtualized cleanup, something C++ also makes impossible because of how it // implements it's destructor hierarchy. // // To utilize virtual destruction, override DoDeletion() and be sure to invoke the base class // implementation of DoDeletion(). // // Assertions: // This class generates an assertion of the destructor is called from anything other than // the main/gui thread. // // Rationale: // wxWidgets provides a pending deletion feature, but it's specific to wxCore (not wxBase) // which means it requires wxApp and all that, which is bad for plugins and the possibility // of linking PCSX2 core against a non-WX gui in the future. It's also not thread safe // (sigh). And, finally, it requires quite a bit of red tape to implement wxObjects because // of the wx-custom runtime type information. So I made my own. // class IDeletableObject { protected: volatile long m_IsBeingDeleted; public: IDeletableObject(); virtual ~IDeletableObject() throw(); void DeleteSelf(); bool IsBeingDeleted() { return !!m_IsBeingDeleted; } // Returns FALSE if the object is already marked for deletion, or TRUE if the app // should schedule the object for deletion. Only schedule if TRUE is returned, otherwise // the object could get deleted twice if two threads try to schedule it at the same time. bool MarkForDeletion(); protected: // This function is GUI implementation dependent! It's implemented by PCSX2's AppHost, // but if the SysCore is being linked to another front end, you'll need to implement this // yourself. Most GUIs have built in message pumps. If a platform lacks one then you'll // need to implement one yourself (yay?). virtual void DoDeletion(); }; enum PageProtectionMode { Protect_NoAccess = 0, Protect_ReadOnly, Protect_ReadWrite }; // -------------------------------------------------------------------------------------- // HostSys // -------------------------------------------------------------------------------------- // (this namespace name sucks, and is a throw-back to an older attempt to make things cross // platform prior to wxWidgets .. it should prolly be removed -- air) namespace HostSys { // Maps a block of memory for use as a recompiled code buffer. // The allocated block has code execution privileges. // Returns NULL on allocation failure. extern void *Mmap(uptr base, u32 size); // Unmaps a block allocated by SysMmap extern void Munmap(uptr base, u32 size); extern void MemProtect( void* baseaddr, size_t size, PageProtectionMode mode, bool allowExecution=false ); extern void Munmap( void* base, u32 size ); template< uint size > void MemProtectStatic( u8 (&arr)[size], PageProtectionMode mode, bool allowExecution=false ) { MemProtect( arr, size, mode, allowExecution ); } } extern void InitCPUTicks(); extern u64 GetTickFrequency(); extern u64 GetCPUTicks(); extern wxString GetOSVersionString();