mirror of
https://github.com/libretro/pcsx2.git
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199 lines
5.8 KiB
C++
199 lines
5.8 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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#include "common/Threading.h"
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#include "common/Assertions.h"
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#ifdef _WIN32
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#include "common/RedtapeWindows.h"
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#endif
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#include <limits>
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// --------------------------------------------------------------------------------------
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// Semaphore Implementations
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// --------------------------------------------------------------------------------------
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bool Threading::WorkSema::CheckForWork()
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{
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s32 value = m_state.load(std::memory_order_relaxed);
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pxAssert(!IsDead(value));
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// we want to switch to the running state, but preserve the waiting empty bit for RUNNING_N -> RUNNING_0
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// otherwise, we clear the waiting flag (since we're notifying the waiter that we're empty below)
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while (!m_state.compare_exchange_weak(value,
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IsReadyForSleep(value) ? STATE_RUNNING_0 : (value & STATE_FLAG_WAITING_EMPTY),
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std::memory_order_acq_rel, std::memory_order_relaxed))
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{
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}
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// if we're not empty, we have work to do
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if (!IsReadyForSleep(value))
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return true;
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// this means we're empty, so notify any waiters
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if (value & STATE_FLAG_WAITING_EMPTY)
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m_empty_sema.Post();
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// no work to do
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return false;
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}
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void Threading::WorkSema::WaitForWork()
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{
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// State change:
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// SLEEPING, SPINNING: This is the worker thread and it's clearly not asleep or spinning, so these states should be impossible
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// RUNNING_0: Change state to SLEEPING, wake up thread if WAITING_EMPTY
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// RUNNING_N: Change state to RUNNING_0 (and preserve WAITING_EMPTY flag)
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s32 value = m_state.load(std::memory_order_relaxed);
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pxAssert(!IsDead(value));
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while (!m_state.compare_exchange_weak(value, NextStateWaitForWork(value), std::memory_order_acq_rel, std::memory_order_relaxed))
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;
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if (IsReadyForSleep(value))
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{
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if (value & STATE_FLAG_WAITING_EMPTY)
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m_empty_sema.Post();
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m_sema.Wait();
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// Acknowledge any additional work added between wake up request and getting here
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m_state.fetch_and(STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire);
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}
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}
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void Threading::WorkSema::WaitForWorkWithSpin()
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{
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s32 value = m_state.load(std::memory_order_relaxed);
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pxAssert(!IsDead(value));
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while (IsReadyForSleep(value))
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{
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if (m_state.compare_exchange_weak(value, STATE_SPINNING, std::memory_order_release, std::memory_order_relaxed))
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{
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if (value & STATE_FLAG_WAITING_EMPTY)
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m_empty_sema.Post();
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value = STATE_SPINNING;
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break;
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}
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}
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u32 waited = 0;
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while (value < 0)
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{
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if (waited > SPIN_TIME_NS)
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{
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if (!m_state.compare_exchange_weak(value, STATE_SLEEPING, std::memory_order_relaxed))
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continue;
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m_sema.Wait();
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break;
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}
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waited += ShortSpin();
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value = m_state.load(std::memory_order_relaxed);
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}
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// Clear back to STATE_RUNNING_0 (but preserve waiting empty flag)
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m_state.fetch_and(STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire);
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}
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bool Threading::WorkSema::WaitForEmpty()
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{
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s32 value = m_state.load(std::memory_order_acquire);
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while (true)
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{
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if (value < 0)
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return !IsDead(value); // STATE_SLEEPING or STATE_SPINNING, queue is empty!
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// Note: We technically only need memory_order_acquire on *failure* (because that's when we could leave without sleeping), but libstdc++ still asserts on failure < success
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if (m_state.compare_exchange_weak(value, value | STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire))
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break;
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}
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pxAssertDev(!(value & STATE_FLAG_WAITING_EMPTY), "Multiple threads attempted to wait for empty (not currently supported)");
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m_empty_sema.Wait();
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return !IsDead(m_state.load(std::memory_order_relaxed));
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}
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bool Threading::WorkSema::WaitForEmptyWithSpin()
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{
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s32 value = m_state.load(std::memory_order_acquire);
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u32 waited = 0;
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while (true)
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{
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if (value < 0)
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return !IsDead(value); // STATE_SLEEPING or STATE_SPINNING, queue is empty!
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if (waited > SPIN_TIME_NS && m_state.compare_exchange_weak(value, value | STATE_FLAG_WAITING_EMPTY, std::memory_order_acquire))
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break;
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waited += ShortSpin();
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value = m_state.load(std::memory_order_acquire);
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}
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pxAssertDev(!(value & STATE_FLAG_WAITING_EMPTY), "Multiple threads attempted to wait for empty (not currently supported)");
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m_empty_sema.Wait();
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return !IsDead(m_state.load(std::memory_order_relaxed));
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}
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void Threading::WorkSema::Kill()
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{
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s32 value = m_state.exchange(std::numeric_limits<s32>::min(), std::memory_order_release);
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if (value & STATE_FLAG_WAITING_EMPTY)
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m_empty_sema.Post();
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}
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void Threading::WorkSema::Reset()
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{
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m_state = STATE_RUNNING_0;
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}
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#if !defined(__APPLE__) // macOS implementations are in DarwinSemaphore
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Threading::KernelSemaphore::KernelSemaphore()
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{
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#ifdef _WIN32
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m_sema = CreateSemaphore(nullptr, 0, LONG_MAX, nullptr);
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#else
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sem_init(&m_sema, false, 0);
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#endif
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}
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Threading::KernelSemaphore::~KernelSemaphore()
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{
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#ifdef _WIN32
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CloseHandle(m_sema);
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#else
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sem_destroy(&m_sema);
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#endif
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}
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void Threading::KernelSemaphore::Post()
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{
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#ifdef _WIN32
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ReleaseSemaphore(m_sema, 1, nullptr);
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#else
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sem_post(&m_sema);
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#endif
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}
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void Threading::KernelSemaphore::Wait()
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{
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#ifdef _WIN32
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WaitForSingleObject(m_sema, INFINITE);
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#else
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sem_wait(&m_sema);
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#endif
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}
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bool Threading::KernelSemaphore::TryWait()
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{
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#ifdef _WIN32
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return WaitForSingleObject(m_sema, 0) == WAIT_OBJECT_0;
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#else
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return sem_trywait(&m_sema) == 0;
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#endif
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}
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#endif
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