// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ #include "common/FileSystem.h" #include "common/HostSys.h" #include "common/RedtapeWindows.h" #include "common/StringUtil.h" #include "common/Threading.h" #include "common/WindowInfo.h" #include "fmt/core.h" #include #include #include // If anything tries to read this as an initializer, we're in trouble. static const LARGE_INTEGER lfreq = []() { LARGE_INTEGER ret = {}; QueryPerformanceFrequency(&ret); return ret; }(); // This gets leaked... oh well. static thread_local HANDLE s_sleep_timer; static thread_local bool s_sleep_timer_created = false; static HANDLE GetSleepTimer() { if (s_sleep_timer_created) return s_sleep_timer; s_sleep_timer_created = true; s_sleep_timer = CreateWaitableTimerEx(nullptr, nullptr, CREATE_WAITABLE_TIMER_HIGH_RESOLUTION, TIMER_ALL_ACCESS); if (!s_sleep_timer) s_sleep_timer = CreateWaitableTimer(nullptr, TRUE, nullptr); return s_sleep_timer; } u64 GetTickFrequency() { return lfreq.QuadPart; } u64 GetCPUTicks() { LARGE_INTEGER count; QueryPerformanceCounter(&count); return count.QuadPart; } u64 GetPhysicalMemory() { MEMORYSTATUSEX status; status.dwLength = sizeof(status); GlobalMemoryStatusEx(&status); return status.ullTotalPhys; } // Calculates the Windows OS Version and processor architecture, and returns it as a // human-readable string. :) std::string GetOSVersionString() { std::string retval; SYSTEM_INFO si; GetNativeSystemInfo(&si); if (IsWindows10OrGreater()) { retval = "Microsoft "; retval += IsWindowsServer() ? "Windows Server 2016+" : "Windows 10+"; } else retval = "Unsupported Operating System!"; return retval; } bool Common::InhibitScreensaver(bool inhibit) { EXECUTION_STATE flags = ES_CONTINUOUS; if (inhibit) flags |= ES_DISPLAY_REQUIRED; SetThreadExecutionState(flags); return true; } bool Common::PlaySoundAsync(const char* path) { const std::wstring wpath = FileSystem::GetWin32Path(path); return PlaySoundW(wpath.c_str(), NULL, SND_ASYNC | SND_NODEFAULT); } void Threading::Sleep(int ms) { ::Sleep(ms); } void Threading::SleepUntil(u64 ticks) { // This is definitely sub-optimal, but there's no way to sleep until a QPC timestamp on Win32. const s64 diff = static_cast(ticks - GetCPUTicks()); if (diff <= 0) return; const HANDLE hTimer = GetSleepTimer(); if (!hTimer) return; const u64 one_hundred_nanos_diff = (static_cast(diff) * 10000000ULL) / GetTickFrequency(); if (one_hundred_nanos_diff == 0) return; LARGE_INTEGER fti; fti.QuadPart = -static_cast(one_hundred_nanos_diff); if (SetWaitableTimer(hTimer, &fti, 0, nullptr, nullptr, FALSE)) { WaitForSingleObject(hTimer, INFINITE); return; } }