scummvm/backends/platform/psp/powerman.cpp
Ori Avtalion aa0f307e06 ALL: Require DECLARE_SINGLETON to be used in the Common namepsace
Silences the clang warning:

  static data member specialization of '_singleton' must
  originally be declared in namespace 'Common'; accepted as a C++0x
  extension [-Wc++0x-extensions]

Wrapping "namespace Common {}" around the macro assignment causes clang
to complain about a spurious semicolon, and removing the semicolon at
the end of the macro causes some editors to misbehave.

Changing the requirement of using the macro in one namespace (the
global) to another (Common) seems a small price to pay to
silence a warning.
2011-06-30 22:41:41 +03:00

341 lines
9.0 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include <psppower.h>
#include <pspthreadman.h>
#include "backends/platform/psp/powerman.h"
#include "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
g_engine->pauseEngine(true);
PSP_DEBUG_PRINT_FUNC("Pausing engine\n");
_pauseClientState = PAUSED; // Tell PM we're done pausing
} else if (!pause && _pauseClientState == PAUSED) {
g_engine->pauseEngine(false);
PSP_DEBUG_PRINT_FUNC("Unpausing for resume\n");
_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
}