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02a3a063c3
It's now a new helper function within common.
165 lines
3.7 KiB
C++
165 lines
3.7 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <mutex>
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#include <thread>
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#include "Common/Event.h"
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#include "Common/Flag.h"
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namespace Common
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{
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// This class provides a synchronized loop.
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// It's a thread-safe way to trigger a new iteration without busy loops.
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// It's optimized for high-usage iterations which usually are already running while it's triggered often.
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class BlockingLoop
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{
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public:
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BlockingLoop()
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{
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m_stopped.Set();
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}
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~BlockingLoop()
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{
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Stop();
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}
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// Triggers to rerun the payload of the Run() function at least once again.
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// This function will never block and is designed to finish as fast as possible.
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void Wakeup()
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{
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// already running, so no need for a wakeup
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if (m_is_running.IsSet())
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return;
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m_is_running.Set();
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m_is_pending.Set();
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m_new_work_event.Set();
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}
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// Wait for a complete payload run after the last Wakeup() call.
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// If stopped, this returns immediately.
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void Wait()
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{
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// We have to give the loop a chance to exit.
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m_may_sleep.Set();
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if (m_stopped.IsSet() || (!m_is_running.IsSet() && !m_is_pending.IsSet()))
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return;
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// notifying this event will only wake up one thread, so use a mutex here to
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// allow only one waiting thread. And in this way, we get an event free wakeup
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// but for the first thread for free
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std::lock_guard<std::mutex> lk(m_wait_lock);
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while (!m_stopped.IsSet() && (m_is_running.IsSet() || m_is_pending.IsSet()))
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{
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m_may_sleep.Set();
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m_done_event.Wait();
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}
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}
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// Half start the worker.
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// So this object is in running state and Wait() will block until the worker calls Run().
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// This may be called from any thread and is supposed to call at least once before Wait() is used.
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void Prepare()
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{
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// There is a race condition if the other threads call this function while
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// the loop thread is initializing. Using this lock will ensure a valid state.
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std::lock_guard<std::mutex> lk(m_prepare_lock);
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if (!m_stopped.TestAndClear())
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return;
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m_is_pending.Set();
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m_shutdown.Clear();
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m_may_sleep.Set();
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}
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// Mainloop of this object.
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// The payload callback is called at least as often as it's needed to match the Wakeup() requirements.
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template<class F> void Run(F payload)
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{
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Prepare();
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while (!m_shutdown.IsSet())
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{
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payload();
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m_is_pending.Clear();
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m_done_event.Set();
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if (m_is_running.IsSet())
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{
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if (m_may_sleep.IsSet())
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{
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m_is_pending.Set();
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m_is_running.Clear();
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// We'll sleep after the next iteration now,
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// so clear this flag now and we won't sleep another times.
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m_may_sleep.Clear();
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}
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}
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else
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{
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m_new_work_event.WaitFor(std::chrono::milliseconds(100));
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}
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}
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m_is_running.Clear();
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m_is_pending.Clear();
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m_stopped.Set();
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m_done_event.Set();
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}
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// Quits the mainloop.
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// By default, it will wait until the Mainloop quits.
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// Be careful to not use the blocking way within the payload of the Run() method.
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void Stop(bool block = true)
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{
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if (m_stopped.IsSet())
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return;
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m_shutdown.Set();
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Wakeup();
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if (block)
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Wait();
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}
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bool IsRunning() const
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{
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return !m_stopped.IsSet() && !m_shutdown.IsSet();
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}
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void AllowSleep()
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{
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m_may_sleep.Set();
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}
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private:
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std::mutex m_wait_lock;
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std::mutex m_prepare_lock;
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Flag m_stopped; // This one is set, Wait() shall not block.
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Flag m_shutdown; // If this one is set, the loop shall be quit.
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Event m_new_work_event;
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Flag m_is_running; // If this one is set, the loop will be called at least once again.
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Event m_done_event;
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Flag m_is_pending; // If this one is set, there might still be work to do.
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Flag m_may_sleep; // If this one is set, we fall back from the busy loop to an event based synchronization.
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};
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}
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