dolphin/Source/Core/Common/Src/Thread.h
nitsuja- 766818baa8 possible savestate memory leak fix in DoBuffer
made Lua run on the CPU thread to fix unreliable script execution issues
several fixes so the Lua savestate functions can actually work
added Lua function savestate.verify to help with catching desyncs
implemented FailVerifyAtFrameBoundary in Lua interface
added a Clear button to the LuaWindow

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5382 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-17 21:02:03 +00:00

228 lines
4.6 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _THREAD_H_
#define _THREAD_H_
#ifdef _WIN32
#if defined(_MSC_VER) && defined(_MT)
// When linking with LIBCMT (the multithreaded C library), Microsoft recommends
// using _beginthreadex instead of CreateThread.
#define USE_BEGINTHREADEX
#endif
#include <windows.h>
#ifdef USE_BEGINTHREADEX
#define THREAD_RETURN unsigned __stdcall
#else
#define THREAD_RETURN DWORD WINAPI
#endif
#else
#include <xmmintrin.h>
#define THREAD_RETURN void*
#include <unistd.h>
#ifdef _POSIX_THREADS
#include <pthread.h>
#elif GEKKO
#include <ogc/lwp_threads.h>
#else
#error unsupported platform (no pthreads?)
#endif
#endif
// Don't include common.h here as it will break LogManager
#include "CommonTypes.h"
#include <stdio.h>
#include <string.h>
// This may not be defined outside _WIN32
#ifndef _WIN32
#ifndef INFINITE
#define INFINITE 0xffffffff
#endif
//for gettimeofday and struct time(val|spec)
#include <sys/time.h>
#include <time.h>
#endif
namespace Common
{
class CriticalSection
{
#ifdef _WIN32
CRITICAL_SECTION section;
#else
#ifdef _POSIX_THREADS
pthread_mutex_t mutex;
#endif
#endif
public:
CriticalSection(int spincount = 1000);
~CriticalSection();
void Enter();
bool TryEnter();
void Leave();
};
#ifdef _WIN32
#ifdef USE_BEGINTHREADEX
typedef unsigned (__stdcall *ThreadFunc)(void* arg);
#else
typedef DWORD (WINAPI *ThreadFunc)(void* arg);
#endif
#else
typedef void* (*ThreadFunc)(void* arg);
#endif
class Thread
{
public:
Thread(ThreadFunc entry, void* arg);
~Thread();
void SetAffinity(int mask);
static void SetCurrentThreadAffinity(int mask);
static int CurrentId();
bool IsCurrentThread();
#ifdef _WIN32
void SetPriority(int priority);
DWORD WaitForDeath(const int iWait = INFINITE);
#else
void WaitForDeath();
#endif
private:
#ifdef _WIN32
HANDLE m_hThread;
#ifdef USE_BEGINTHREADEX
unsigned m_threadId;
#else
DWORD m_threadId;
#endif
#else
#ifdef _POSIX_THREADS
pthread_t thread_id;
#endif
#endif
};
#ifdef _WIN32
// Event(WaitForSingleObject) is too expensive
// as it always enters Ring0 regardless of the state of lock
// This EventEx will try to stay in Ring3 as much as possible
// If the lock can be obtained in the first time, Ring0 won't be entered at all
class EventEx
{
public:
EventEx();
void Init();
void Shutdown();
void Set();
// Infinite wait
void Spin();
// Infinite wait with sleep
void Wait();
// Wait with message processing and sleep
bool MsgWait();
private:
volatile long m_Lock;
};
#else
// TODO: implement for Linux
#define EventEx Event
#endif
class Event
{
public:
Event();
void Init();
void Shutdown();
void Set();
//returns whether the wait timed out
bool Wait(const u32 timeout = INFINITE);
#ifdef _WIN32
void MsgWait();
#else
void MsgWait() {Wait();}
#endif
private:
#ifdef _WIN32
HANDLE m_hEvent;
/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
So then we can just as well continue and hope for the best. I could try several times that
this works after a five second timeout (with works meaning that the game stopped and I could
start another game without any noticable problems). But several times it failed to, and ended
with a crash. But it's better than an infinite deadlock. */
static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
#else
bool is_set_;
#ifdef _POSIX_THREADS
pthread_cond_t event_;
pthread_mutex_t mutex_;
#endif
#endif
};
void InitThreading();
void SleepCurrentThread(int ms);
// YieldCPU: This function is only effective on HyperThreading CPU
// Use this function during a spin-wait to make the current thread
// relax while another thread is working. This may be more efficient
// than using events because event functions use kernel calls.
inline void YieldCPU()
{
#ifdef _WIN32
YieldProcessor();
#elif defined(_M_IX86) || defined(_M_X64)
_mm_pause();
#endif
}
void SetCurrentThreadName(const char *name);
} // namespace Common
#endif // _THREAD_H_