mirror of https://github.com/PCSX2/pcsx2.git
189 lines
4.9 KiB
C++
189 lines
4.9 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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#if defined(_WIN32)
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#include "common/RedtapeWindows.h"
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#include "common/Threading.h"
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#include "common/emitter/tools.h"
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__fi void Threading::Sleep(int ms)
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{
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::Sleep(ms);
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}
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__fi void Threading::Timeslice()
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{
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::Sleep(0);
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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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__fi void Threading::SpinWait()
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{
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_mm_pause();
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}
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__fi void Threading::EnableHiresScheduler()
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{
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// This improves accuracy of Sleep() by some amount, and only adds a negligible amount of
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// overhead on modern CPUs. Typically desktops are already set pretty low, but laptops in
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// particular may have a scheduler Period of 15 or 20ms to extend battery life.
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// (note: this same trick is used by most multimedia software and games)
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timeBeginPeriod(1);
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}
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__fi void Threading::DisableHiresScheduler()
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{
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timeEndPeriod(1);
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}
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Threading::ThreadHandle::ThreadHandle() = default;
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Threading::ThreadHandle::ThreadHandle(const ThreadHandle& handle)
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{
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if (handle.m_native_handle)
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{
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HANDLE new_handle;
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if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle,
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GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0))
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{
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m_native_handle = (void*)new_handle;
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}
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}
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}
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Threading::ThreadHandle::ThreadHandle(ThreadHandle&& handle)
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: m_native_handle(handle.m_native_handle)
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{
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handle.m_native_handle = nullptr;
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}
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Threading::ThreadHandle::~ThreadHandle()
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{
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if (m_native_handle)
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CloseHandle(m_native_handle);
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}
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Threading::ThreadHandle Threading::ThreadHandle::GetForCallingThread()
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{
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ThreadHandle ret;
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ret.m_native_handle = (void*)OpenThread(THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, GetCurrentThreadId());
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return ret;
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}
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Threading::ThreadHandle& Threading::ThreadHandle::operator=(ThreadHandle&& handle)
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{
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if (m_native_handle)
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CloseHandle((HANDLE)m_native_handle);
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m_native_handle = handle.m_native_handle;
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handle.m_native_handle = nullptr;
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return *this;
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}
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Threading::ThreadHandle& Threading::ThreadHandle::operator=(const ThreadHandle& handle)
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{
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if (m_native_handle)
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{
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CloseHandle((HANDLE)m_native_handle);
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m_native_handle = nullptr;
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}
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HANDLE new_handle;
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if (DuplicateHandle(GetCurrentProcess(), (HANDLE)handle.m_native_handle,
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GetCurrentProcess(), &new_handle, THREAD_QUERY_INFORMATION | THREAD_SET_LIMITED_INFORMATION, FALSE, 0))
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{
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m_native_handle = (void*)new_handle;
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}
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return *this;
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}
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u64 Threading::ThreadHandle::GetCPUTime() const
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{
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u64 ret = 0;
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if (m_native_handle)
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QueryThreadCycleTime((HANDLE)m_native_handle, &ret);
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return ret;
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}
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bool Threading::ThreadHandle::SetAffinity(u64 processor_mask) const
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{
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if (processor_mask == 0)
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processor_mask = ~processor_mask;
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return (SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)processor_mask) != 0 || GetLastError() != ERROR_SUCCESS);
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}
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u64 Threading::GetThreadCpuTime()
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{
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u64 ret = 0;
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QueryThreadCycleTime(GetCurrentThread(), &ret);
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return ret;
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}
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u64 Threading::GetThreadTicksPerSecond()
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{
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// On x86, despite what the MS documentation says, this basically appears to be rdtsc.
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// So, the frequency is our base clock speed (and stable regardless of power management).
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static u64 frequency = 0;
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if (unlikely(frequency == 0))
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frequency = x86caps.CachedMHz() * u64(1000000);
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return frequency;
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}
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void Threading::SetNameOfCurrentThread(const char* name)
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{
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// This feature needs Windows headers and MSVC's SEH support:
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#if defined(_WIN32) && defined(_MSC_VER)
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// This code sample was borrowed form some obscure MSDN article.
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// In a rare bout of sanity, it's an actual Microsoft-published hack
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// that actually works!
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static const int MS_VC_EXCEPTION = 0x406D1388;
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#pragma pack(push, 8)
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struct THREADNAME_INFO
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{
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DWORD dwType; // Must be 0x1000.
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LPCSTR szName; // Pointer to name (in user addr space).
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DWORD dwThreadID; // Thread ID (-1=caller thread).
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DWORD dwFlags; // Reserved for future use, must be zero.
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};
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#pragma pack(pop)
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THREADNAME_INFO info;
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info.dwType = 0x1000;
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info.szName = name;
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info.dwThreadID = GetCurrentThreadId();
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info.dwFlags = 0;
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__try
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{
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RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*)&info);
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}
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__except (EXCEPTION_EXECUTE_HANDLER)
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{
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}
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#endif
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}
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#endif
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