mirror of https://github.com/PCSX2/pcsx2.git
134 lines
4.4 KiB
C++
134 lines
4.4 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2014 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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#if defined(__APPLE__)
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#include <unistd.h>
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#include <mach/mach_init.h>
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#include <mach/thread_act.h>
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#include <mach/mach_port.h>
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#include "common/PrecompiledHeader.h"
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#include "common/PersistentThread.h"
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// Note: assuming multicore is safer because it forces the interlocked routines to use
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// the LOCK prefix. The prefix works on single core CPUs fine (but is slow), but not
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// having the LOCK prefix is very bad indeed.
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__forceinline void Threading::Sleep(int ms)
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{
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usleep(1000 * ms);
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}
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// For use in spin/wait loops, acts as a hint to Intel CPUs and should, in theory
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// improve performance and reduce cpu power consumption.
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__forceinline void Threading::SpinWait()
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{
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// If this doesn't compile you can just comment it out (it only serves as a
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// performance hint and isn't required).
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__asm__("pause");
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}
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__forceinline void Threading::EnableHiresScheduler()
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{
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// Darwin has customizable schedulers, see xnu/osfmk/man. Not
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// implemented yet though (and not sure if useful for pcsx2).
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}
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__forceinline void Threading::DisableHiresScheduler()
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{
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// see EnableHiresScheduler()
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}
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// Just like on Windows, this is not really the number of ticks per second,
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// but just a factor by which one has to divide GetThreadCpuTime() or
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// pxThread::GetCpuTime() if one wants to receive a value in seconds. NOTE:
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// doing this will of course yield precision loss.
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u64 Threading::GetThreadTicksPerSecond()
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{
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return 1000000; // the *CpuTime() functions return values in microseconds
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}
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// gets the CPU time used by the current thread (both system and user), in
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// microseconds, returns 0 on failure
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static u64 getthreadtime(thread_port_t thread)
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{
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mach_msg_type_number_t count = THREAD_BASIC_INFO_COUNT;
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thread_basic_info_data_t info;
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kern_return_t kr = thread_info(thread, THREAD_BASIC_INFO,
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(thread_info_t)&info, &count);
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if (kr != KERN_SUCCESS)
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{
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return 0;
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}
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// add system and user time
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return (u64)info.user_time.seconds * (u64)1e6 +
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(u64)info.user_time.microseconds +
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(u64)info.system_time.seconds * (u64)1e6 +
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(u64)info.system_time.microseconds;
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}
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// Returns the current timestamp (not relative to a real world clock) in
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// units of 100 nanoseconds. The weird units are to mirror the Windows
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// counterpart in WinThreads.cpp, which uses the GetThreadTimes() API. On
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// OSX/Darwin, this is only accurate up until 1ms (and possibly less), so
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// not very good.
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u64 Threading::GetThreadCpuTime()
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{
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// we could also use mach_thread_self() and mach_port_deallocate(), but
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// that calls upon mach traps (kinda like system calls). Unless I missed
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// something in the COMMPAGE (like Linux vDSO) which makes overrides it
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// to be user-space instead. In contract,
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// pthread_mach_thread_np(pthread_self()) is entirely in user-space.
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u64 us = getthreadtime(pthread_mach_thread_np(pthread_self()));
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return us * 10ULL;
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}
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u64 Threading::pxThread::GetCpuTime() const
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{
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// Get the cpu time for the thread belonging to this object. Use m_native_id and/or
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// m_native_handle to implement it. Return value should be a measure of total time the
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// thread has used on the CPU (scaled by the value returned by GetThreadTicksPerSecond(),
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// which typically would be an OS-provided scalar or some sort).
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if (!m_native_id)
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{
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return 0;
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}
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return getthreadtime((thread_port_t)m_native_id) * 10ULL;
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}
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void Threading::pxThread::_platform_specific_OnStartInThread()
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{
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m_native_id = (uptr)mach_thread_self();
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}
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void Threading::pxThread::_platform_specific_OnCleanupInThread()
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{
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// cleanup of handles that were upened in
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// _platform_specific_OnStartInThread
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mach_port_deallocate(mach_task_self(), (thread_port_t)m_native_id);
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}
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// name can be up to 16 bytes
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void Threading::SetNameOfCurrentThread(const char* name)
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{
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pthread_setname_np(name);
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}
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#endif
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