pcsx2/common/Windows/WinThreads.cpp

189 lines
4.9 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 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/>.
*/
#if defined(_WIN32)
#include "common/RedtapeWindows.h"
#include "common/Threading.h"
#include "common/emitter/tools.h"
__fi void Threading::Sleep(int ms)
{
::Sleep(ms);
}
__fi void Threading::Timeslice()
{
::Sleep(0);
}
// For use in spin/wait loops, Acts as a hint to Intel CPUs and should, in theory
// improve performance and reduce cpu power consumption.
__fi void Threading::SpinWait()
{
_mm_pause();
}
__fi void Threading::EnableHiresScheduler()
{
// This improves accuracy of Sleep() by some amount, and only adds a negligible amount of
// overhead on modern CPUs. Typically desktops are already set pretty low, but laptops in
// particular may have a scheduler Period of 15 or 20ms to extend battery life.
// (note: this same trick is used by most multimedia software and games)
timeBeginPeriod(1);
}
__fi void Threading::DisableHiresScheduler()
{
timeEndPeriod(1);
}
Threading::ThreadHandle::ThreadHandle() = default;
Threading::ThreadHandle::ThreadHandle(const ThreadHandle& handle)
{
if (handle.m_native_handle)
{
HANDLE new_handle;
if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle,
GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0))
{
m_native_handle = (void*)new_handle;
}
}
}
Threading::ThreadHandle::ThreadHandle(ThreadHandle&& handle)
: m_native_handle(handle.m_native_handle)
{
handle.m_native_handle = nullptr;
}
Threading::ThreadHandle::~ThreadHandle()
{
if (m_native_handle)
CloseHandle(m_native_handle);
}
Threading::ThreadHandle Threading::ThreadHandle::GetForCallingThread()
{
ThreadHandle ret;
ret.m_native_handle = (void*)OpenThread(THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, GetCurrentThreadId());
return ret;
}
Threading::ThreadHandle& Threading::ThreadHandle::operator=(ThreadHandle&& handle)
{
if (m_native_handle)
CloseHandle((HANDLE)m_native_handle);
m_native_handle = handle.m_native_handle;
handle.m_native_handle = nullptr;
return *this;
}
Threading::ThreadHandle& Threading::ThreadHandle::operator=(const ThreadHandle& handle)
{
if (m_native_handle)
{
CloseHandle((HANDLE)m_native_handle);
m_native_handle = nullptr;
}
HANDLE new_handle;
if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle,
GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0))
{
m_native_handle = (void*)new_handle;
}
return *this;
}
u64 Threading::ThreadHandle::GetCPUTime() const
{
u64 ret = 0;
if (m_native_handle)
QueryThreadCycleTime((HANDLE)m_native_handle, &ret);
return ret;
}
bool Threading::ThreadHandle::SetAffinity(u64 processor_mask) const
{
if (processor_mask == 0)
processor_mask = ~processor_mask;
return (SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)processor_mask) != 0 || GetLastError() != ERROR_SUCCESS);
}
u64 Threading::GetThreadCpuTime()
{
u64 ret = 0;
QueryThreadCycleTime(GetCurrentThread(), &ret);
return ret;
}
u64 Threading::GetThreadTicksPerSecond()
{
// On x86, despite what the MS documentation says, this basically appears to be rdtsc.
// So, the frequency is our base clock speed (and stable regardless of power management).
static u64 frequency = 0;
if (unlikely(frequency == 0))
frequency = x86caps.CachedMHz() * u64(1000000);
return frequency;
}
void Threading::SetNameOfCurrentThread(const char* name)
{
// This feature needs Windows headers and MSVC's SEH support:
#if defined(_WIN32) && defined(_MSC_VER)
// This code sample was borrowed form some obscure MSDN article.
// In a rare bout of sanity, it's an actual Microsoft-published hack
// that actually works!
static const int MS_VC_EXCEPTION = 0x406D1388;
#pragma pack(push, 8)
struct THREADNAME_INFO
{
DWORD dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
DWORD dwThreadID; // Thread ID (-1=caller thread).
DWORD dwFlags; // Reserved for future use, must be zero.
};
#pragma pack(pop)
THREADNAME_INFO info;
info.dwType = 0x1000;
info.szName = name;
info.dwThreadID = GetCurrentThreadId();
info.dwFlags = 0;
__try
{
RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*)&info);
}
__except (EXCEPTION_EXECUTE_HANDLER)
{
}
#endif
}
#endif