ppsspp/Core/ThreadEventQueue.h

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// Copyright (c) 2013- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "native/base/mutex.h"
#include "Core/System.h"
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#include "Core/CoreTiming.h"
#include <deque>
template <typename B, typename Event, typename EventType, EventType EVENT_INVALID, EventType EVENT_SYNC, EventType EVENT_FINISH>
struct ThreadEventQueue : public B {
void SetThreadEnabled(bool threadEnabled) {
threadEnabled_ = threadEnabled;
}
void ScheduleEvent(Event ev) {
{
lock_guard guard(eventsLock_);
events_.push_back(ev);
eventsWait_.notify_one();
}
if (!threadEnabled_) {
RunEventsUntil(0);
}
}
bool HasEvents() {
lock_guard guard(eventsLock_);
return !events_.empty();
}
Event GetNextEvent() {
lock_guard guard(eventsLock_);
if (events_.empty()) {
eventsDrain_.notify_one();
return EVENT_INVALID;
}
Event ev = events_.front();
events_.pop_front();
return ev;
}
void RunEventsUntil(u64 globalticks) {
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lock_guard guard(eventsLock_);
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do {
for (Event ev = GetNextEvent(); EventType(ev) != EVENT_INVALID; ev = GetNextEvent()) {
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eventsLock_.unlock();
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switch (EventType(ev)) {
case EVENT_FINISH:
// Stop waiting.
globalticks = 0;
break;
case EVENT_SYNC:
break;
default:
ProcessEvent(ev);
}
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eventsLock_.lock();
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}
// Quit the loop if the queue is drained and coreState has tripped, or threading is disabled.
if (ShouldExitEventLoop() || !threadEnabled_) {
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return;
}
// coreState changes won't wake us, so recheck periodically.
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if (!HasEvents()) {
eventsWait_.wait(eventsLock_);
}
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} while (CoreTiming::GetTicks() < globalticks);
}
// Force ignores coreState.
void SyncThread(bool force = false) {
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if (!threadEnabled_) {
return;
}
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lock_guard guard(eventsLock_);
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// While processing the last event, HasEvents() will be false even while not done.
// So we schedule a nothing event and wait for that to finish.
ScheduleEvent(EVENT_SYNC);
while (HasEvents() && (force || coreState == CORE_RUNNING)) {
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eventsDrain_.wait_for(eventsLock_, 1);
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}
}
void FinishEventLoop() {
if (threadEnabled_) {
ScheduleEvent(EVENT_FINISH);
}
}
protected:
virtual void ProcessEvent(Event ev) = 0;
virtual bool ShouldExitEventLoop() = 0;
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private:
bool threadEnabled_;
std::deque<Event> events_;
recursive_mutex eventsLock_;
condition_variable eventsWait_;
condition_variable eventsDrain_;
};