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https://github.com/dolphin-emu/dolphin.git
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Replaced Common::CriticalSection with a std::mutex implementation. 64bit Windows builds now use SRWLocks and ConditionVariables(requires Vista/7, x64 builds will no longer work on Windows XP x64). Tell me if you hate that. Removed Common::EventEx. Common::Event now uses a std::condition_variable impl.(using ConditionVariables on Windows x64, Events on x86, or posix condition variables elsewhere). I experience slight speed improvements with these changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7294 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -19,6 +19,8 @@
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#define _THREAD_H_
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#include "StdThread.h"
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#include "StdMutex.h"
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#include "StdConditionVariable.h"
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// Don't include common.h here as it will break LogManager
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#include "CommonTypes.h"
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@ -38,7 +40,6 @@
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#include <sys/time.h>
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#endif
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namespace Common
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{
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@ -47,105 +48,70 @@ int CurrentThreadId();
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void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask);
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void SetCurrentThreadAffinity(u32 mask);
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class CriticalSection
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class Event
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{
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public:
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void Set()
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{
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#ifdef _WIN32
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CRITICAL_SECTION section;
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#else
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#ifdef _POSIX_THREADS
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pthread_mutex_t mutex;
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#endif
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#endif
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public:
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CriticalSection(int spincount = 1000);
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~CriticalSection();
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void Enter();
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bool TryEnter();
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void Leave();
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};
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#ifdef _WIN32
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// Event(WaitForSingleObject) is too expensive
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// as it always enters Ring0 regardless of the state of lock
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// This EventEx will try to stay in Ring3 as much as possible
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// If the lock can be obtained in the first time, Ring0 won't be entered at all
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class EventEx
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{
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public:
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EventEx();
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void Init();
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void Shutdown();
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void Set();
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// Infinite wait
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void Spin();
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// Infinite wait with sleep
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void Wait();
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// Wait with message processing and sleep
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bool MsgWait();
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private:
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volatile long m_Lock;
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};
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#else
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// TODO: implement for Linux
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#define EventEx Event
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#endif
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class Event
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{
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public:
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Event();
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void Init();
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void Shutdown();
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void Set();
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//returns whether the wait timed out
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bool Wait(const u32 timeout = INFINITE);
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#ifdef _WIN32
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void MsgWait();
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#else
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void MsgWait() {Wait();}
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#endif
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private:
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#ifdef _WIN32
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HANDLE m_hEvent;
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/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
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So then we can just as well continue and hope for the best. I could try several times that
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this works after a five second timeout (with works meaning that the game stopped and I could
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start another game without any noticable problems). But several times it failed to, and ended
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with a crash. But it's better than an infinite deadlock. */
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static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
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#else
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bool is_set_;
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#ifdef _POSIX_THREADS
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pthread_cond_t event_;
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pthread_mutex_t mutex_;
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#endif
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#endif
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};
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void SleepCurrentThread(int ms);
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void SwitchCurrentThread(); // On Linux, this is equal to sleep 1ms
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// Use this function during a spin-wait to make the current thread
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// relax while another thread is working. This may be more efficient
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// than using events because event functions use kernel calls.
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inline void YieldCPU()
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{
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#ifdef _WIN32
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Sleep(0);
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#elif defined(_M_IX86) || defined(_M_X64)
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sleep(0);
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#endif
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m_condvar.notify_one();
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}
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void SetCurrentThreadName(const char *name);
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void Wait()
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{
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std::unique_lock<std::mutex> lk(m_mutex);
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m_condvar.wait(lk);
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}
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private:
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std::condition_variable m_condvar;
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std::mutex m_mutex;
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};
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// TODO: doesn't work on windows with (count > 2)
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class Barrier
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{
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public:
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Barrier(size_t count)
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: m_count(count), m_waiting(0)
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{}
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// block until "count" threads call Wait()
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bool Wait()
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{
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std::unique_lock<std::mutex> lk(m_mutex);
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if (m_count == ++m_waiting)
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{
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m_waiting = 0;
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m_condvar.notify_all();
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return true;
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}
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else
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{
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m_condvar.wait(lk);
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return false;
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}
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}
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private:
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std::condition_variable m_condvar;
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std::mutex m_mutex;
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const size_t m_count;
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volatile size_t m_waiting;
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};
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void SleepCurrentThread(int ms);
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void SwitchCurrentThread(); // On Linux, this is equal to sleep 1ms
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// Use this function during a spin-wait to make the current thread
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// relax while another thread is working. This may be more efficient
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// than using events because event functions use kernel calls.
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inline void YieldCPU()
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{
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std::this_thread::yield();
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}
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void SetCurrentThreadName(const char *name);
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} // namespace Common
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