/* 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 #include #include // EBUSY #include #include "Pcsx2Defs.h" #include "ScopedPtr.h" #undef Yield // release th burden of windows.h global namespace spam. #define AffinityAssert_AllowFromMain() \ pxAssertMsg( wxThread::IsMain(), "Thread affinity violation: Call allowed from main thread only." ) class wxTimeSpan; namespace Threading { class PersistentThread; } namespace Exception { class BaseThreadError : public virtual RuntimeError { public: Threading::PersistentThread* m_thread; DEFINE_EXCEPTION_COPYTORS( BaseThreadError ) explicit BaseThreadError( Threading::PersistentThread* _thread=NULL ) { m_thread = _thread; BaseException::InitBaseEx( "Unspecified thread error" ); } BaseThreadError( Threading::PersistentThread& _thread ) { m_thread = &_thread; BaseException::InitBaseEx( "Unspecified thread error" ); } virtual wxString FormatDiagnosticMessage() const; virtual wxString FormatDisplayMessage() const; Threading::PersistentThread& Thread(); const Threading::PersistentThread& Thread() const; }; class ThreadCreationError : public virtual BaseThreadError { public: DEFINE_EXCEPTION_COPYTORS( ThreadCreationError ) explicit ThreadCreationError( Threading::PersistentThread* _thread=NULL, const char* msg="Creation of thread '%s' failed." ) { m_thread = _thread; BaseException::InitBaseEx( msg ); } ThreadCreationError( Threading::PersistentThread& _thread, const char* msg="Creation of thread '%s' failed." ) { m_thread = &_thread; BaseException::InitBaseEx( msg ); } ThreadCreationError( Threading::PersistentThread& _thread, const wxString& msg_diag, const wxString& msg_user ) { m_thread = &_thread; BaseException::InitBaseEx( msg_diag, msg_user ); } }; #if wxUSE_GUI // -------------------------------------------------------------------------------------- // ThreadTimedOut Exception // -------------------------------------------------------------------------------------- // This exception is thrown by Semaphore and Mutex Wait/Acquire functions if a blocking wait is // needed due to gui Yield recursion, and the timeout period for deadlocking (usually 3 seconds) // is reached before the lock becomes available. This exception cannot occur in the following // conditions: // * If the user-specified timeout is less than the deadlock timeout. // * If the method is run from a thread *other* than the MainGui thread. // class ThreadTimedOut : public virtual BaseThreadError { public: DEFINE_EXCEPTION_COPYTORS( ThreadTimedOut ) explicit ThreadTimedOut( Threading::PersistentThread* _thread=NULL, const char* msg="Blocking action timed out waiting for '%s' (potential thread deadlock)." ) { m_thread = _thread; BaseException::InitBaseEx( msg ); } ThreadTimedOut( Threading::PersistentThread& _thread, const char* msg="Blocking action timed out waiting for '%s' (potential thread deadlock)." ) { m_thread = &_thread; BaseException::InitBaseEx( msg ); } ThreadTimedOut( Threading::PersistentThread& _thread, const wxString& msg_diag, const wxString& msg_user ) { m_thread = &_thread; BaseException::InitBaseEx( msg_diag, msg_user ); } }; #endif } // Yields this thread against the main thread *if* the main thread's message pump has pending // messages. If the main thread is idle then no yield is performed. extern void pxYieldToMain(); 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 // 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 ); // -------------------------------------------------------------------------------------- // AtomicExchange / AtomicIncrement // -------------------------------------------------------------------------------------- // Our fundamental interlocking functions. All other useful interlocks can be derived // from these little beasties! (these are all implemented internally using cross-platform // implementations of _InterlockedExchange and such) extern u32 AtomicExchange( volatile u32& Target, u32 value ); extern u32 AtomicExchangeAdd( volatile u32& Target, u32 value ); extern u32 AtomicIncrement( volatile u32& Target ); extern u32 AtomicDecrement( volatile u32& Target ); extern s32 AtomicExchange( volatile s32& Target, s32 value ); extern s32 AtomicExchangeAdd( volatile s32& Target, s32 value ); extern s32 AtomicExchangeSub( volatile s32& Target, s32 value ); extern s32 AtomicIncrement( volatile s32& Target ); extern s32 AtomicDecrement( volatile s32& Target ); extern bool AtomicBitTestAndReset( volatile u32& bitset, u8 bit ); extern void* _AtomicExchangePointer( void * volatile * const target, void* const value ); extern void* _AtomicCompareExchangePointer( void * volatile * const target, void* const value, void* const comparand ); #define AtomicExchangePointer( target, value ) \ _InterlockedExchangePointer( &target, value ) #define AtomicCompareExchangePointer( target, value, comparand ) \ _InterlockedCompareExchangePointer( &target, value, comparand ) // pthread Cond is an evil api that is not suited for Pcsx2 needs. // Let's not use it. Use mutexes and semaphores instead to create waits. (Air) #if 0 struct WaitEvent { pthread_cond_t cond; pthread_mutex_t mutex; WaitEvent(); ~WaitEvent() throw(); void Set(); void Wait(); }; #endif // -------------------------------------------------------------------------------------- // NonblockingMutex // -------------------------------------------------------------------------------------- // This is a very simple non-blocking mutex, which behaves similarly to pthread_mutex's // trylock(), but without any of the extra overhead needed to set up a structure capable // of blocking waits. It basically optimizes to a single InterlockedExchange. // // Simple use: if TryAcquire() returns false, the Bool is already interlocked by another thread. // If TryAcquire() returns true, you've locked the object and are *responsible* for unlocking // it later. // class NonblockingMutex { protected: volatile int val; public: NonblockingMutex() : val( false ) {} virtual ~NonblockingMutex() throw() {} bool TryAcquire() throw() { return !AtomicExchange( val, true ); } bool IsLocked() { return !!val; } void Release() { AtomicExchange( val, false ); } }; class Semaphore { protected: sem_t m_sema; public: Semaphore(); virtual ~Semaphore() throw(); void Reset(); void Post(); void Post( int multiple ); void WaitWithoutYield(); bool WaitWithoutYield( const wxTimeSpan& timeout ); void WaitNoCancel(); void WaitNoCancel( const wxTimeSpan& timeout ); int Count(); void Wait(); bool Wait( const wxTimeSpan& timeout ); }; class Mutex { protected: pthread_mutex_t m_mutex; public: Mutex(); virtual ~Mutex() throw(); virtual bool IsRecursive() const { return false; } void Recreate(); bool RecreateIfLocked(); void Detach(); void Acquire(); bool Acquire( const wxTimeSpan& timeout ); bool TryAcquire(); void Release(); void AcquireWithoutYield(); bool AcquireWithoutYield( const wxTimeSpan& timeout ); void Wait(); bool Wait( const wxTimeSpan& timeout ); protected: // empty constructor used by MutexLockRecursive Mutex( bool ) {} }; class MutexLockRecursive : public Mutex { public: MutexLockRecursive(); virtual ~MutexLockRecursive() throw(); virtual bool IsRecursive() const { return true; } }; // -------------------------------------------------------------------------------------- // IThread - Interface for the public access to PersistentThread. // -------------------------------------------------------------------------------------- // Class usage: Can be used for allowing safe nullification of a thread handle. Rather // than being NULL'd, the handle can be mapped to an IThread implementation which acts // as a do-nothing placebo or an assertion generator. // class IThread { DeclareNoncopyableObject(IThread); public: IThread() {} virtual ~IThread() throw() {} virtual bool IsSelf() const { return false; } virtual bool IsRunning() { return false; } virtual void Start() {} virtual void Cancel( bool isBlocking = true ) {} virtual void Block() {} virtual bool Detach() { return false; } }; // -------------------------------------------------------------------------------------- // PersistentThread - Helper class for the basics of starting/managing persistent threads. // -------------------------------------------------------------------------------------- // This class is meant to be a helper for the typical threading model of "start once and // reuse many times." This class incorporates a lot of extra overhead in stopping and // starting threads, but in turn provides most of the basic thread-safety and event-handling // functionality needed for a threaded operation. In practice this model is usually an // ideal one for efficiency since Operating Systems themselves typically subscribe to a // design where sleeping, suspending, and resuming threads is very efficient, but starting // new threads has quite a bit of overhead. // // To use this as a base class for your threaded procedure, overload the following virtual // methods: // void OnStart(); // void ExecuteTaskInThread(); // void OnCleanupInThread(); // // Use the public methods Start() and Cancel() to start and shutdown the thread, and use // m_sem_event internally to post/receive events for the thread (make a public accessor for // it in your derived class if your thread utilizes the post). // // Notes: // * Constructing threads as static global vars isn't recommended since it can potentially // confuse w32pthreads, if the static initializers are executed out-of-order (C++ offers // no dependency options for ensuring correct static var initializations). Use heap // allocation to create thread objects instead. // class PersistentThread : public virtual IThread { DeclareNoncopyableObject(PersistentThread); protected: typedef int (*PlainJoeFP)(); wxString m_name; // diagnostic name for our thread. pthread_t m_thread; Semaphore m_sem_event; // general wait event that's needed by most threads. Mutex m_lock_InThread; // used for canceling and closing threads in a deadlock-safe manner MutexLockRecursive m_lock_start; // used to lock the Start() code from starting simultaneous threads accidentally. volatile long m_detached; // a boolean value which indicates if the m_thread handle is valid volatile long m_running; // set true by Start(), and set false by Cancel(), Block(), etc. // exception handle, set non-NULL if the thread terminated with an exception // Use RethrowException() to re-throw the exception using its original exception type. ScopedPtr m_except; public: virtual ~PersistentThread() throw(); PersistentThread(); PersistentThread( const char* name ); virtual void Start(); virtual void Cancel( bool isBlocking = true ); virtual bool Detach(); virtual void Block(); virtual void RethrowException() const; void WaitOnSelf( Semaphore& mutex ) const; void WaitOnSelf( Mutex& mutex ) const; bool WaitOnSelf( Semaphore& mutex, const wxTimeSpan& timeout ) const; bool WaitOnSelf( Mutex& mutex, const wxTimeSpan& timeout ) const; bool IsRunning() const; bool IsSelf() const; wxString GetName() const; bool HasPendingException() const { return !!m_except; } protected: // Extending classes should always implement your own OnStart(), which is called by // Start() once necessary locks have been obtained. Do not override Start() directly // unless you're really sure that's what you need to do. ;) virtual void OnStart(); virtual void OnStartInThread(); // This is called when the thread has been canceled or exits normally. The PersistentThread // automatically binds it to the pthread cleanup routines as soon as the thread starts. virtual void OnCleanupInThread(); // Implemented by derived class to perform actual threaded task! virtual void ExecuteTaskInThread()=0; void TestCancel() const; void YieldToMain() const; // Yields this thread to other threads and checks for cancellation. A sleeping thread should // always test for cancellation, however if you really don't want to, you can use Threading::Sleep() // or better yet, disable cancellation of the thread completely with DisableCancellation(). // // Parameters: // ms - 'minimum' yield time in milliseconds (rough -- typically yields are longer by 1-5ms // depending on operating system/platform). If ms is 0 or unspecified, then a single // timeslice is yielded to other contending threads. If no threads are contending for // time when ms==0, then no yield is done, but cancellation is still tested. void Yield( int ms = 0 ) { pxAssert( IsSelf() ); Threading::Sleep( ms ); TestCancel(); } void FrankenMutex( Mutex& mutex ); bool AffinityAssert_AllowFromSelf() const; bool AffinityAssert_DisallowFromSelf() const; // ---------------------------------------------------------------------------- // Section of methods for internal use only. void _selfRunningTest( const wxChar* name ) const; void _DoSetThreadName( const wxString& name ); void _DoSetThreadName( const char* name ); void _internal_execute(); void _try_virtual_invoke( void (PersistentThread::*method)() ); void _ThreadCleanup(); static void* _internal_callback( void* func ); static void _pt_callback_cleanup( void* handle ); }; // -------------------------------------------------------------------------------------- // ScopedLock // -------------------------------------------------------------------------------------- // Helper class for using Mutexes. Using this class provides an exception-safe (and // generally clean) method of locking code inside a function or conditional block. The lock // will be automatically released on any return or exit from the function. // class ScopedLock { DeclareNoncopyableObject(ScopedLock); protected: Mutex& m_lock; bool m_IsLocked; public: virtual ~ScopedLock() throw() { if( m_IsLocked ) m_lock.Release(); } ScopedLock( Mutex& locker ) : m_lock( locker ) , m_IsLocked( true ) { m_lock.Acquire(); } // Provides manual unlocking of a scoped lock prior to object destruction. void Release() { if( !m_IsLocked ) return; m_IsLocked = false; m_lock.Release(); } // provides manual locking of a scoped lock, to re-lock after a manual unlocking. void Acquire() { if( m_IsLocked ) return; m_lock.Acquire(); m_IsLocked = true; } bool IsLocked() const { return m_IsLocked; } protected: // Special constructor used by ScopedTryLock ScopedLock( Mutex& locker, bool isTryLock ) : m_lock( locker ) , m_IsLocked( isTryLock ? m_lock.TryAcquire() : false ) { } }; class ScopedTryLock : public ScopedLock { public: ScopedTryLock( Mutex& locker ) : ScopedLock( locker, true ) { } virtual ~ScopedTryLock() throw() {} bool Failed() const { return !m_IsLocked; } }; // -------------------------------------------------------------------------------------- // ScopedNonblockingLock // -------------------------------------------------------------------------------------- // A ScopedTryLock branded for use with Nonblocking mutexes. See ScopedTryLock for details. // class ScopedNonblockingLock { DeclareNoncopyableObject(ScopedNonblockingLock); protected: NonblockingMutex& m_lock; bool m_IsLocked; public: ScopedNonblockingLock( NonblockingMutex& locker ) : m_lock( locker ) , m_IsLocked( m_lock.TryAcquire() ) { } virtual ~ScopedNonblockingLock() throw() { if( m_IsLocked ) m_lock.Release(); } bool Failed() const { return !m_IsLocked; } }; // -------------------------------------------------------------------------------------- // BaseTaskThread // -------------------------------------------------------------------------------------- // an abstract base class which provides simple parallel execution of single tasks. // // FIXME: This class is incomplete and untested! Don't use, unless you want to fix it // while you're at it. :D // // Implementation: // To use this class your derived class will need to implement its own Task() function // and also a "StartTask( parameters )" function which suits the need of your task, along // with any local variables your task needs to do its job. You may additionally want to // implement a "GetResult()" function, which would be a combination of WaitForResult() // and a return value of the computational result. // // Thread Safety: // If operating on local variables, you must execute WaitForResult() before leaving the // variable scope -- or alternatively have your StartTask() implementation make full // copies of dependent data. Also, by default PostTask() always assumes the previous // task has completed. If your system can post a new task before the previous one has // completed, then it needs to explicitly call WaitForResult() or provide a mechanism // to cancel the previous task (which is probably more work than it's worth). // // Performance notes: // * Remember that thread creation is generally slow, so you should make your object // instance once early and then feed it tasks repeatedly over the course of program // execution. // // * For threading to be a successful speedup, the task being performed should be as lock // free as possible. For example using STL containers in parallel usually fails to // yield any speedup due to the gratuitous amount of locking that the STL performs // internally. // // * The best application of tasking threads is to divide a large loop over a linear array // into smaller sections. For example, if you have 20,000 items to process, the task // can be divided into two threads of 10,000 items each. // class BaseTaskThread : public PersistentThread { protected: volatile bool m_Done; volatile bool m_TaskPending; Semaphore m_post_TaskComplete; Mutex m_lock_TaskComplete; public: virtual ~BaseTaskThread() throw() {} BaseTaskThread() : m_Done( false ) , m_TaskPending( false ) , m_post_TaskComplete() { } void Block(); void PostTask(); void WaitForResult(); protected: // Abstract method run when a task has been posted. Implementing classes should do // all your necessary processing work here. virtual void Task()=0; virtual void ExecuteTaskInThread(); }; }