scummvm/backends/platform/psp/powerman.cpp
2021-12-26 18:48:43 +01:00

340 lines
8.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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, either version 3 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include <psppower.h>
#include <pspthreadman.h>
#include "backends/platform/psp/powerman.h"
#include "engines/engine.h"
//#define __PSP_DEBUG_FUNCS__ /* can put this locally too */
//#define __PSP_DEBUG_PRINT__
#include "backends/platform/psp/trace.h"
namespace Common {
DECLARE_SINGLETON(PowerManager);
}
// Function to debug the Power Manager (we have no output to screen)
inline void PowerManager::debugPM() {
PSP_DEBUG_PRINT("PM status[%d]. Listcount[%d]. CriticalCount[%d]. ThreadId[%x]. Error[%d]\n",
_PMStatus, _listCounter, _criticalCounter, sceKernelGetThreadId(), _error);
}
/*******************************************
*
* Constructor
*
********************************************/
PowerManager::PowerManager() : _pauseFlag(false), _pauseFlagOld(false), _pauseClientState(UNPAUSED),
_suspendFlag(false), _flagMutex(true), _listMutex(true),
_criticalCounter(0), _listCounter(0), _error(0), _PMStatus(kInitDone) {}
/*******************************************
*
* Function to register to be notified when suspend/resume time comes
*
********************************************/
bool PowerManager::registerForSuspend(Suspendable *item) {
DEBUG_ENTER_FUNC();
// Register in list
debugPM();
_listMutex.lock();
_suspendList.push_front(item);
_listCounter++;
_listMutex.unlock();
debugPM();
return true;
}
/*******************************************
*
* Function to unregister to be notified when suspend/resume time comes
*
********************************************/
bool PowerManager::unregisterForSuspend(Suspendable *item) {
DEBUG_ENTER_FUNC();
debugPM();
// Unregister from stream list
_listMutex.lock();
_suspendList.remove(item);
_listCounter--;
_listMutex.unlock();
debugPM();
return true;
}
/*******************************************
*
* Destructor
*
********************************************/
PowerManager::~PowerManager() {
_PMStatus = kDestroyPM;
}
/*******************************************
*
* Unsafe function to poll for a pause event (first stage of suspending)
* Only for pausing the engine, which doesn't need high synchronization ie. we don't care if it misreads
* the flag a couple of times since there is NO mutex protection (for performance reasons).
* Polling the engine happens regularly.
* On the other hand, we don't know if there will be ANY polling which prevents us from using proper events.
*
********************************************/
void PowerManager::pollPauseEngine() {
DEBUG_ENTER_FUNC();
bool pause = _pauseFlag; // We copy so as not to have multiple values
if (pause != _pauseFlagOld) {
if (g_engine) { // Check to see if we have an engine
if (pause && _pauseClientState == UNPAUSED) {
_pauseClientState = PAUSING; // Tell PM we're in the middle of pausing
PSP_DEBUG_PRINT_FUNC("Pausing engine\n");
_pauseToken = g_engine->pauseEngine();
_pauseClientState = PAUSED; // Tell PM we're done pausing
} else if (!pause && _pauseClientState == PAUSED) {
PSP_DEBUG_PRINT_FUNC("Unpausing for resume\n");
_pauseToken.clear();
_pauseClientState = UNPAUSED; // Tell PM we're unpaused
}
}
_pauseFlagOld = pause;
}
}
/*******************************************
*
* Function to block on a suspend, then start a non-suspendable critical section
* Use this for large or REALLY critical critical-sections.
* Make sure to call endCriticalSection or the PSP won't suspend.
* returns true if blocked, false if not blocked
********************************************/
bool PowerManager::beginCriticalSection() {
DEBUG_ENTER_FUNC();
bool ret = false;
_flagMutex.lock();
// Check the access flag
if (_suspendFlag) {
ret = true;
PSP_DEBUG_PRINT("I got blocked. ThreadId[%x]\n", sceKernelGetThreadId());
debugPM();
_threadSleep.wait(_flagMutex);
PSP_DEBUG_PRINT_FUNC("I got released. ThreadId[%x]\n", sceKernelGetThreadId());
debugPM();
}
// Now prevent the PM from suspending until we're done
_criticalCounter++;
_flagMutex.unlock();
return ret;
}
// returns success = true
void PowerManager::endCriticalSection() {
DEBUG_ENTER_FUNC();
_flagMutex.lock();
// We're done with our critical section
_criticalCounter--;
if (_criticalCounter <= 0) {
if (_suspendFlag) { // If the PM is sleeping, this flag must be set
PSP_DEBUG_PRINT_FUNC("PM is asleep. Waking it up.\n");
debugPM();
_pmSleep.releaseAll();
PSP_DEBUG_PRINT_FUNC("Woke up the PM\n");
debugPM();
}
if (_criticalCounter < 0) { // Check for bad usage of critical sections
PSP_ERROR("Critical counter[%d]!!!\n", _criticalCounter);
debugPM();
}
}
_flagMutex.unlock();
}
/*******************************************
*
* Callback function to be called to put every Suspendable to suspend
*
********************************************/
void PowerManager::suspend() {
DEBUG_ENTER_FUNC();
if (_pauseFlag)
return; // Very important - make sure we only suspend once
scePowerLock(0); // Also critical to make sure PSP doesn't suspend before we're done
// The first stage of suspend is pausing the engine if possible. We don't want to cause files
// to block, or we might not get the engine to pause. On the other hand, we might wait for polling
// and it'll never happen. We also want to do this w/o mutexes (for speed) which is ok in this case.
_pauseFlag = true;
_PMStatus = kWaitForClientPause;
// Now we wait, giving the engine thread some time to find our flag.
for (int i = 0; i < 10 && _pauseClientState == UNPAUSED; i++)
PspThread::delayMicros(50000); // We wait 50 msec x 10 times = 0.5 seconds
if (_pauseClientState == PAUSING) { // Our event has been acknowledged. Let's wait until the client is done.
_PMStatus = kWaitForClientToFinishPausing;
while (_pauseClientState != PAUSED)
PspThread::delayMicros(50000); // We wait 50 msec at a time
}
// It's possible that the polling thread missed our pause event, but there's
// nothing we can do about that.
// We can't know if there's polling going on or not.
// It's usually not a critical thing anyway.
_PMStatus = kGettingFlagMutexSuspend;
// Now we set the suspend flag to true to cause reading threads to block
_flagMutex.lock();
_PMStatus = kGotFlagMutexSuspend;
_suspendFlag = true;
// Check if anyone is in a critical section. If so, we'll wait for them
if (_criticalCounter > 0) {
_PMStatus = kWaitCritSectionSuspend;
_pmSleep.wait(_flagMutex);
_PMStatus = kDoneWaitingCritSectionSuspend;
}
_flagMutex.unlock();
_PMStatus = kGettingListMutexSuspend;
// Loop over list, calling suspend()
_listMutex.lock();
_PMStatus = kIteratingListSuspend;
// Iterate
Common::List<Suspendable *>::iterator i;
for (i = _suspendList.begin(); i != _suspendList.end(); ++i) {
(*i)->suspend();
}
_PMStatus = kDoneIteratingListSuspend;
_listMutex.unlock();
_PMStatus = kDoneSuspend;
scePowerUnlock(0); // Allow the PSP to go to sleep now
_PMStatus = kDonePowerUnlock;
}
/*******************************************
*
* Callback function to resume every Suspendable
*
********************************************/
void PowerManager::resume() {
DEBUG_ENTER_FUNC();
_PMStatus = kBeginResume;
// Make sure we can't get another suspend
scePowerLock(0);
_PMStatus = kCheckingPauseFlag;
if (!_pauseFlag)
return; // Make sure we can only resume once
_PMStatus = kGettingListMutexResume;
// First we notify our Suspendables. Loop over list, calling resume()
_listMutex.lock();
_PMStatus = kIteratingListResume;
// Iterate
Common::List<Suspendable *>::iterator i = _suspendList.begin();
for (; i != _suspendList.end(); ++i) {
(*i)->resume();
}
_PMStatus = kDoneIteratingListResume;
_listMutex.unlock();
_PMStatus = kGettingFlagMutexResume;
// Now we set the suspend flag to false
_flagMutex.lock();
_PMStatus = kGotFlagMutexResume;
_suspendFlag = false;
_PMStatus = kSignalSuspendedThreadsResume;
// Signal the threads to wake up
_threadSleep.releaseAll();
_PMStatus = kDoneSignallingSuspendedThreadsResume;
_flagMutex.unlock();
_PMStatus = kDoneResume;
_pauseFlag = false; // Signal engine to unpause -- no mutex needed
scePowerUnlock(0); // Allow new suspends
}