pcsx2/common/include/Utilities/General.h

151 lines
5.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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();