ppsspp/Core/HLE/KernelWaitHelpers.h
Unknown W. Brackets a8f100c94f Add vblank wait callback handlers.
Turns out it's a deadline to wake up by, which makes sense.

sceDisplayWaitVblankStartMultiCB 10
   -> Callback
      sceDisplayWaitVblankStartMultiCB 2
      +2 vblanks
   <- Thread
+8 more vblanks
2013-09-03 23:35:39 -07:00

257 lines
10 KiB
C++

// Copyright (c) 2012- 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 <vector>
#include <map>
#include <algorithm>
#include "Core/HLE/sceKernelThread.h"
namespace HLEKernel
{
// Should be called from the CoreTiming handler for the wait func.
template <typename KO, WaitType waitType>
inline void WaitExecTimeout(SceUID threadID) {
u32 error;
SceUID uid = __KernelGetWaitID(threadID, waitType, error);
u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
if (ko)
{
if (timeoutPtr != 0)
Memory::Write_U32(0, timeoutPtr);
// This thread isn't waiting anymore, but we'll remove it from waitingThreads later.
// The reason is, if it times out, but what it was waiting on is DELETED prior to it
// actually running, it will get a DELETE result instead of a TIMEOUT.
// So, we need to remember it or we won't be able to mark it DELETE instead later.
__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_TIMEOUT);
}
}
// Move a thead from the waiting thread list to the paused thread list.
// This version is for vectors which contain structs, which must have SceUID threadID and u64 pausedTimeout.
// Should not be called directly.
template <typename WaitInfoType, typename PauseType>
inline bool WaitPauseHelperUpdate(SceUID pauseKey, SceUID threadID, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits, u64 pauseTimeout) {
WaitInfoType waitData = {0};
for (size_t i = 0; i < waitingThreads.size(); i++) {
WaitInfoType *t = &waitingThreads[i];
if (t->threadID == threadID)
{
waitData = *t;
// TODO: Hmm, what about priority/fifo order? Does it lose its place in line?
waitingThreads.erase(waitingThreads.begin() + i);
break;
}
}
if (waitData.threadID != threadID)
return false;
waitData.pausedTimeout = pauseTimeout;
pausedWaits[pauseKey] = waitData;
return true;
}
// Move a thread from the waiting thread list to the paused thread list.
// This version is for a simpler list of SceUIDs. The paused list is a std::map<SceUID, u64>.
// Should not be called directly.
template <>
inline bool WaitPauseHelperUpdate<SceUID, u64>(SceUID pauseKey, SceUID threadID, std::vector<SceUID> &waitingThreads, std::map<SceUID, u64> &pausedWaits, u64 pauseTimeout) {
// TODO: Hmm, what about priority/fifo order? Does it lose its place in line?
waitingThreads.erase(std::remove(waitingThreads.begin(), waitingThreads.end(), threadID), waitingThreads.end());
pausedWaits[pauseKey] = pauseTimeout;
return true;
}
// Retrieve the paused wait info from the list, and pop it.
// Returns the pausedTimeout value.
// Should not be called directly.
template <typename WaitInfoType, typename PauseType>
inline u64 WaitPauseHelperGet(SceUID pauseKey, SceUID threadID, std::map<SceUID, PauseType> &pausedWaits, WaitInfoType &waitData) {
waitData = pausedWaits[pauseKey];
u64 waitDeadline = waitData.pausedTimeout;
pausedWaits.erase(pauseKey);
return waitDeadline;
}
// Retrieve the paused wait info from the list, and pop it.
// This version is for a simple std::map paused list.
// Should not be called directly.
template <>
inline u64 WaitPauseHelperGet<SceUID, u64>(SceUID pauseKey, SceUID threadID, std::map<SceUID, u64> &pausedWaits, SceUID &waitData) {
waitData = threadID;
u64 waitDeadline = pausedWaits[pauseKey];
pausedWaits.erase(pauseKey);
return waitDeadline;
}
enum WaitBeginEndCallbackResult {
// Returned when the thread cannot be found in the waiting threads list.
// Only returned for struct types, which have other data than the threadID.
WAIT_CB_BAD_WAIT_DATA = -2,
// Returned when the wait ID of the thread no longer matches the kernel object.
WAIT_CB_BAD_WAIT_ID = -1,
// Success, whether that means the wait was paused, deleted, etc.
WAIT_CB_SUCCESS = 0,
// Success, and resumed waiting. Useful for logging.
WAIT_CB_RESUMED_WAIT = 1,
};
// Meant to be called in a registered begin callback function for a wait type.
//
// The goal of this function is to pause the wait. While inside a callback, waits are released.
// Once the callback returns, the wait should be resumed (see WaitEndCallback.)
//
// This assumes the object has been validated already. The primary purpose is if you need
// to use a specific pausedWaits list (for example, sceMsgPipe has two types of waiting per object.)
//
// In most cases, use the other, simpler version of WaitBeginCallback().
template <typename WaitInfoType, typename PauseType>
WaitBeginEndCallbackResult WaitBeginCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits, bool doTimeout = true) {
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
// This means two callbacks in a row. PSP crashes if the same callback waits inside itself (may need more testing.)
// TODO: Handle this better?
if (pausedWaits.find(pauseKey) != pausedWaits.end()) {
return WAIT_CB_SUCCESS;
}
u64 pausedTimeout = 0;
if (doTimeout && waitTimer != -1) {
s64 cyclesLeft = CoreTiming::UnscheduleEvent(waitTimer, threadID);
pausedTimeout = CoreTiming::GetTicks() + cyclesLeft;
}
if (!WaitPauseHelperUpdate(pauseKey, threadID, waitingThreads, pausedWaits, pausedTimeout)) {
return WAIT_CB_BAD_WAIT_DATA;
}
return WAIT_CB_SUCCESS;
}
// Meant to be called in a registered begin callback function for a wait type.
//
// The goal of this function is to pause the wait. While inside a callback, waits are released.
// Once the callback returns, the wait should be resumed (see WaitEndCallback.)
//
// In the majority of cases, calling this function is sufficient for the BeginCallback handler.
template <typename KO, WaitType waitType, typename WaitInfoType>
WaitBeginEndCallbackResult WaitBeginCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer) {
u32 error;
SceUID uid = __KernelGetWaitID(threadID, waitType, error);
u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
if (ko) {
return WaitBeginCallback(threadID, prevCallbackId, waitTimer, ko->waitingThreads, ko->pausedWaits, timeoutPtr != 0);
} else {
return WAIT_CB_BAD_WAIT_ID;
}
}
// Meant to be called in a registered end callback function for a wait type.
//
// The goal of this function is to resume the wait, or to complete it if a wait is no longer needed.
//
// This version allows you to specify the pausedWaits and waitingThreads vectors, primarily for
// MsgPipes which have two waiting thread lists. Unlike the matching WaitBeginCallback() function,
// this still validates the wait (since it needs other data from the object.)
//
// In most cases, use the other, simpler version of WaitEndCallback().
template <typename KO, WaitType waitType, typename WaitInfoType, typename PauseType, class TryUnlockFunc>
WaitBeginEndCallbackResult WaitEndCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, TryUnlockFunc TryUnlock, std::vector<WaitInfoType> &waitingThreads, std::map<SceUID, PauseType> &pausedWaits) {
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
// Note: Cancel does not affect suspended semaphore waits, probably same for others.
u32 error;
SceUID uid = __KernelGetWaitID(threadID, waitType, error);
u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
if (!ko || pausedWaits.find(pauseKey) == pausedWaits.end()) {
// TODO: Since it was deleted, we don't know how long was actually left.
// For now, we just say the full time was taken.
if (timeoutPtr != 0 && waitTimer != -1) {
Memory::Write_U32(0, timeoutPtr);
}
__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_DELETE);
return WAIT_CB_SUCCESS;
}
WaitInfoType waitData;
u64 waitDeadline = WaitPauseHelperGet(pauseKey, threadID, pausedWaits, waitData);
// TODO: Don't wake up if __KernelCurHasReadyCallbacks()?
bool wokeThreads;
// Attempt to unlock.
if (TryUnlock(ko, waitData, error, 0, wokeThreads)) {
return WAIT_CB_SUCCESS;
}
// We only check if it timed out if it couldn't unlock.
s64 cyclesLeft = waitDeadline - CoreTiming::GetTicks();
if (cyclesLeft < 0 && waitDeadline != 0) {
if (timeoutPtr != 0 && waitTimer != -1)
Memory::Write_U32(0, timeoutPtr);
__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_TIMEOUT);
return WAIT_CB_SUCCESS;
} else {
if (timeoutPtr != 0 && waitTimer != -1) {
CoreTiming::ScheduleEvent(cyclesLeft, waitTimer, __KernelGetCurThread());
}
// TODO: Should this not go at the end?
waitingThreads.push_back(waitData);
return WAIT_CB_RESUMED_WAIT;
}
}
// Meant to be called in a registered end callback function for a wait type.
//
// The goal of this function is to resume the wait, or to complete it if a wait is no longer needed.
//
// The TryUnlockFunc signature should be (choosen due to similarity to existing funcitons):
// bool TryUnlock(KO *ko, WaitInfoType waitingThreadInfo, u32 &error, int result, bool &wokeThreads)
template <typename KO, WaitType waitType, typename WaitInfoType, class TryUnlockFunc>
WaitBeginEndCallbackResult WaitEndCallback(SceUID threadID, SceUID prevCallbackId, int waitTimer, TryUnlockFunc TryUnlock) {
u32 error;
SceUID uid = __KernelGetWaitID(threadID, waitType, error);
u32 timeoutPtr = __KernelGetWaitTimeoutPtr(threadID, error);
KO *ko = uid == 0 ? NULL : kernelObjects.Get<KO>(uid, error);
// We need the ko for the vectors, but to avoid a null check we validate it here too.
if (!ko) {
// TODO: Since it was deleted, we don't know how long was actually left.
// For now, we just say the full time was taken.
if (timeoutPtr != 0 && waitTimer != -1) {
Memory::Write_U32(0, timeoutPtr);
}
__KernelResumeThreadFromWait(threadID, SCE_KERNEL_ERROR_WAIT_DELETE);
return WAIT_CB_SUCCESS;
}
return WaitEndCallback<KO, waitType>(threadID, prevCallbackId, waitTimer, TryUnlock, ko->waitingThreads, ko->pausedWaits);
}
};