mirror of https://github.com/PCSX2/pcsx2.git
259 lines
8.0 KiB
C++
259 lines
8.0 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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// This macro is actually useful for about any and every possible application of C++
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// equality operators.
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#define OpEqu( field ) (field == right.field)
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// Macro used for removing some of the redtape involved in defining bitfield/union helpers.
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//
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#define BITFIELD32() \
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union { \
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u32 bitset; \
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struct {
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#define BITFIELD_END }; };
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// ----------------------------------------------------------------------------------------
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// RecursionGuard - Basic protection against function recursion
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// ----------------------------------------------------------------------------------------
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// Thread safety note: If used in a threaded environment, you shoud use a handle to a __threadlocal
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// storage variable (protects aaginst race conditions and, in *most* cases, is more desirable
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// behavior as well.
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//
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// Rationale: wxWidgets has its own wxRecursionGuard, but it has a sloppy implementation with
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// entirely unnecessary assertion checks.
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//
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class RecursionGuard
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{
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public:
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int& Counter;
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RecursionGuard( int& counter ) : Counter( counter )
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{ ++Counter; }
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virtual ~RecursionGuard() throw()
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{ --Counter; }
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bool IsReentrant() const { return Counter > 1; }
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};
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// --------------------------------------------------------------------------------------
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// ICloneable / IActionInvocation / IDeletableObject
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// --------------------------------------------------------------------------------------
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class IActionInvocation
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{
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public:
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virtual ~IActionInvocation() throw() {}
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virtual void InvokeAction()=0;
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};
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class ICloneable
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{
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public:
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virtual ICloneable* Clone() const=0;
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};
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class IDeletableObject
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{
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public:
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virtual ~IDeletableObject() throw() {}
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virtual void DeleteSelf()=0;
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virtual bool IsBeingDeleted()=0;
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protected:
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// This function is GUI implementation dependent! It's implemented by PCSX2's AppHost,
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// but if the SysCore is being linked to another front end, you'll need to implement this
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// yourself. Most GUIs have built in message pumps. If a platform lacks one then you'll
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// need to implement one yourself (yay?).
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virtual void DoDeletion()=0;
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};
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// --------------------------------------------------------------------------------------
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// BaseDeletableObject
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// --------------------------------------------------------------------------------------
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// Oh the fruits and joys of multithreaded C++ coding conundrums! This class provides a way
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// to be deleted from arbitraty threads, or to delete themselves (which is considered unsafe
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// in C++, though it does typically work). It also gives objects a second recourse for
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// doing fully virtualized cleanup, something C++ also makes impossible because of how it
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// implements it's destructor hierarchy.
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//
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// To utilize virtual destruction, override DoDeletion() and be sure to invoke the base class
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// implementation of DoDeletion().
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//
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// Assertions:
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// This class generates an assertion of the destructor is called from anything other than
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// the main/gui thread.
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//
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// Rationale:
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// wxWidgets provides a pending deletion feature, but it's specific to wxCore (not wxBase)
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// which means it requires wxApp and all that, which is bad for plugins and the possibility
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// of linking PCSX2 core against a non-WX gui in the future. It's also not thread safe
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// (sigh). And, finally, it requires quite a bit of red tape to implement wxObjects because
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// of the wx-custom runtime type information. So I made my own.
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//
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class BaseDeletableObject : public virtual IDeletableObject
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{
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protected:
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volatile vol_t m_IsBeingDeleted;
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public:
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BaseDeletableObject();
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virtual ~BaseDeletableObject() throw();
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void DeleteSelf();
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bool IsBeingDeleted() { return !!m_IsBeingDeleted; }
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// Returns FALSE if the object is already marked for deletion, or TRUE if the app
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// should schedule the object for deletion. Only schedule if TRUE is returned, otherwise
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// the object could get deleted twice if two threads try to schedule it at the same time.
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bool MarkForDeletion();
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protected:
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// This function is GUI implementation dependent! It's implemented by PCSX2's AppHost,
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// but if the SysCore is being linked to another front end, you'll need to implement this
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// yourself. Most GUIs have built in message pumps. If a platform lacks one then you'll
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// need to implement one yourself (yay?).
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virtual void DoDeletion();
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};
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// --------------------------------------------------------------------------------------
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// PageProtectionMode
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// --------------------------------------------------------------------------------------
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class PageProtectionMode
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{
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protected:
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bool m_read;
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bool m_write;
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bool m_exec;
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public:
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PageProtectionMode()
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{
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All( false );
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}
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PageProtectionMode& Read( bool allow=true )
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{
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m_read = allow;
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return *this;
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}
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PageProtectionMode& Write( bool allow=true )
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{
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m_write = allow;
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return *this;
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}
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PageProtectionMode& Execute( bool allow=true )
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{
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m_exec = allow;
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return *this;
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}
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PageProtectionMode& All( bool allow=true )
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{
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m_read = m_write = m_exec = allow;
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return *this;
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}
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bool CanRead() const { return m_read; }
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bool CanWrite() const { return m_write; }
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bool CanExecute() const { return m_exec && m_read; }
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bool IsNone() const { return !m_read && !m_write; }
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wxString ToString() const;
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};
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static __fi PageProtectionMode PageAccess_None()
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{
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return PageProtectionMode();
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}
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static __fi PageProtectionMode PageAccess_ReadOnly()
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{
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return PageProtectionMode().Read();
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}
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static __fi PageProtectionMode PageAccess_WriteOnly()
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{
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return PageProtectionMode().Write();
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}
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static __fi PageProtectionMode PageAccess_ReadWrite()
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{
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return PageAccess_ReadOnly().Write();
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}
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static __fi PageProtectionMode PageAccess_ExecOnly()
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{
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return PageAccess_ReadOnly().Execute();
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}
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static __fi PageProtectionMode PageAccess_Any()
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{
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return PageProtectionMode().All();
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}
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// --------------------------------------------------------------------------------------
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// HostSys
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// --------------------------------------------------------------------------------------
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// (this namespace name sucks, and is a throw-back to an older attempt to make things cross
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// platform prior to wxWidgets .. it should prolly be removed -- air)
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namespace HostSys
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{
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void* MmapReserve(uptr base, size_t size);
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bool MmapCommit(uptr base, size_t size, const PageProtectionMode& mode);
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void MmapReset(uptr base, size_t size);
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void* MmapReservePtr(void* base, size_t size);
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bool MmapCommitPtr(void* base, size_t size, const PageProtectionMode& mode);
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void MmapResetPtr(void* base, size_t size);
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// Maps a block of memory for use as a recompiled code buffer.
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// Returns NULL on allocation failure.
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extern void* Mmap(uptr base, size_t size);
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// Unmaps a block allocated by SysMmap
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extern void Munmap(uptr base, size_t size);
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extern void MemProtect( void* baseaddr, size_t size, const PageProtectionMode& mode );
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extern void Munmap( void* base, size_t size );
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template< uint size >
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void MemProtectStatic( u8 (&arr)[size], const PageProtectionMode& mode )
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{
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MemProtect( arr, size, mode );
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}
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}
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// Safe version of Munmap -- NULLs the pointer variable immediately after free'ing it.
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#define SafeSysMunmap( ptr, size ) \
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((void) ( HostSys::Munmap( (uptr)(ptr), size ), (ptr) = NULL ))
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extern void InitCPUTicks();
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extern u64 GetTickFrequency();
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extern u64 GetCPUTicks();
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extern u64 GetPhysicalMemory();
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extern wxString GetOSVersionString();
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void ScreensaverAllow(bool allow);
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