Move ThreadEventQueue to its own file.

This commit is contained in:
Unknown W. Brackets 2013-08-10 09:08:31 -07:00
parent 1d38dfde78
commit 1b838c4403
5 changed files with 122 additions and 96 deletions

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@ -746,6 +746,7 @@ add_library(${CoreLibName} ${CoreLinkType}
Core/CwCheat.h
Core/HDRemaster.cpp
Core/HDRemaster.h
Core/ThreadEventQueue.h
Core/Debugger/Breakpoints.cpp
Core/Debugger/Breakpoints.h
Core/Debugger/DebugInterface.h

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@ -486,6 +486,7 @@
<ClInclude Include="Reporting.h" />
<ClInclude Include="SaveState.h" />
<ClInclude Include="System.h" />
<ClInclude Include="ThreadEventQueue.h" />
<ClInclude Include="Util\BlockAllocator.h" />
<ClInclude Include="Util\PPGeDraw.h" />
<ClInclude Include="Util\ppge_atlas.h" />

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@ -837,6 +837,9 @@
<ClInclude Include="FileSystems\VirtualDiscFileSystem.h">
<Filter>FileSystems</Filter>
</ClInclude>
<ClInclude Include="ThreadEventQueue.h">
<Filter>Core</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="CMakeLists.txt" />

116
Core/ThreadEventQueue.h Normal file
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@ -0,0 +1,116 @@
// 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/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) {
do {
for (Event ev = GetNextEvent(); EventType(ev) != EVENT_INVALID; ev = GetNextEvent()) {
switch (EventType(ev)) {
case EVENT_FINISH:
// Stop waiting.
globalticks = 0;
break;
case EVENT_SYNC:
break;
default:
ProcessEvent(ev);
}
}
// Quit the loop if the queue is drained and coreState has tripped, or threading is disabled.
if (coreState != CORE_RUNNING || !threadEnabled_) {
return;
}
// coreState changes won't wake us, so recheck periodically.
eventsWait_.wait_for(eventsWaitLock_, 1);
} while (CoreTiming::GetTicks() < globalticks);
}
void SyncThread() {
if (!threadEnabled_) {
return;
}
// 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() && coreState == CORE_RUNNING) {
eventsDrain_.wait_for(eventsDrainLock_, 1);
}
}
void FinishEventLoop() {
if (threadEnabled_) {
ScheduleEvent(EVENT_FINISH);
}
}
protected:
virtual void ProcessEvent(Event ev) = 0;
private:
bool threadEnabled_;
std::deque<Event> events_;
recursive_mutex eventsLock_;
recursive_mutex eventsWaitLock_;
recursive_mutex eventsDrainLock_;
condition_variable eventsWait_;
condition_variable eventsDrain_;
};

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@ -1,103 +1,8 @@
#pragma once
#include "native/base/mutex.h"
#include "Core/ThreadEventQueue.h"
#include "GPU/GPUInterface.h"
#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) {
do {
for (Event ev = GetNextEvent(); EventType(ev) != EVENT_INVALID; ev = GetNextEvent()) {
switch (EventType(ev)) {
case EVENT_FINISH:
// Stop waiting.
globalticks = 0;
break;
case EVENT_SYNC:
break;
default:
ProcessEvent(ev);
}
}
// Quit the loop if the queue is drained and coreState has tripped, or threading is disabled.
if (coreState != CORE_RUNNING || !threadEnabled_) {
return;
}
// coreState changes won't wake us, so recheck periodically.
eventsWait_.wait_for(eventsWaitLock_, 1);
} while (CoreTiming::GetTicks() < globalticks);
}
void SyncThread() {
if (!threadEnabled_) {
return;
}
// 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() && coreState == CORE_RUNNING) {
eventsDrain_.wait_for(eventsDrainLock_, 1);
}
}
void FinishEventLoop() {
if (threadEnabled_) {
ScheduleEvent(EVENT_FINISH);
}
}
protected:
virtual void ProcessEvent(Event ev) = 0;
private:
bool threadEnabled_;
std::deque<Event> events_;
recursive_mutex eventsLock_;
recursive_mutex eventsWaitLock_;
recursive_mutex eventsDrainLock_;
condition_variable eventsWait_;
condition_variable eventsDrain_;
};
typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> GPUThreadEventQueue;
class GPUCommon : public GPUThreadEventQueue