forked from dolphin-emu/dolphin
		
	But I doubt you would notice it in most cases. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4830 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			227 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _THREAD_H_
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#define _THREAD_H_
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#ifdef _WIN32
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#if defined(_MSC_VER) && defined(_MT)
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// When linking with LIBCMT (the multithreaded C library), Microsoft recommends
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// using _beginthreadex instead of CreateThread.
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#define USE_BEGINTHREADEX
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#endif
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#include <windows.h>
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#ifdef USE_BEGINTHREADEX
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#define THREAD_RETURN unsigned __stdcall
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#else
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#define THREAD_RETURN DWORD WINAPI
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#endif
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#else
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#include <xmmintrin.h>
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#define THREAD_RETURN void*
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#include <unistd.h>
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#ifdef _POSIX_THREADS
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#include <pthread.h>
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#elif GEKKO
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#include <ogc/lwp_threads.h>
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#else
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#error unsupported platform (no pthreads?)
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#endif
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#endif
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// Don't include common.h here as it will break LogManager
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#include "CommonTypes.h"
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#include <stdio.h>
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#include <string.h>
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// This may not be defined outside _WIN32
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#ifndef _WIN32
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	#ifndef INFINITE
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	#define INFINITE 0xffffffff
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	#endif
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//for gettimeofday and struct time(val|spec)
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#include <sys/time.h>
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#include <time.h>
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#endif
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namespace Common
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{
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class CriticalSection
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{
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#ifdef _WIN32
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	CRITICAL_SECTION section;
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#else
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#ifdef _POSIX_THREADS
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	pthread_mutex_t mutex;
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#endif
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#endif
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public:
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	CriticalSection(int spincount = 1000);
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	~CriticalSection();
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	void Enter();
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	bool TryEnter();
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	void Leave();
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};
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#ifdef _WIN32
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#ifdef USE_BEGINTHREADEX
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typedef unsigned (__stdcall *ThreadFunc)(void* arg);
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#else
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typedef DWORD (WINAPI *ThreadFunc)(void* arg);
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#endif
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#else
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typedef void* (*ThreadFunc)(void* arg);
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#endif
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class Thread
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{
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public:
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	Thread(ThreadFunc entry, void* arg);
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	~Thread();
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	void SetAffinity(int mask);
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	static void SetCurrentThreadAffinity(int mask);
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	static int CurrentId();
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#ifdef _WIN32	
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	void SetPriority(int priority);
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	DWORD WaitForDeath(const int iWait = INFINITE);
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#else
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	void WaitForDeath();
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#endif
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private:
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#ifdef _WIN32
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	HANDLE m_hThread;
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#ifdef USE_BEGINTHREADEX
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	unsigned m_threadId;
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#else
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	DWORD m_threadId;
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#endif
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#else
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#ifdef _POSIX_THREADS
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	pthread_t thread_id;
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#endif
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#endif
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};
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#ifdef _WIN32
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// Event(WaitForSingleObject) is too expensive
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// as it always enters Ring0 regardless of the state of lock
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// This EventEx will try to stay in Ring3 as much as possible
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// If the lock can be obtained in the first time, Ring0 won't be entered at all
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class EventEx
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{
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public:
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	EventEx();
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	void Init();
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	void Shutdown();
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	void Set();
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	// Infinite wait
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	void Spin();
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	// Infinite wait with sleep
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	void Wait();
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	// Wait with message processing and sleep
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	bool MsgWait();
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private:
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	volatile long m_Lock;
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};
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#else
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// TODO: implement for Linux
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#define EventEx	Event
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#endif
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class Event
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{
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public:
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	Event();
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	void Init();
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	void Shutdown();
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	void Set();
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	//returns whether the wait timed out
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	bool Wait(const u32 timeout = INFINITE);
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#ifdef _WIN32
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	void MsgWait();
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#else
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	void MsgWait() {Wait();}
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#endif
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private:
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#ifdef _WIN32
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	HANDLE m_hEvent;
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	/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
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	   So then we can just as well continue and hope for the best. I could try several times that
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	   this works after a five second timeout (with works meaning that the game stopped and I could
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	   start another game without any noticable problems). But several times it failed to, and ended
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	   with a crash. But it's better than an infinite deadlock. */
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	static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
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#else
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	bool is_set_;
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#ifdef _POSIX_THREADS
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	pthread_cond_t event_;
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	pthread_mutex_t mutex_;
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#endif
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#endif
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};
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void InitThreading();
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void SleepCurrentThread(int ms);
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// YieldCPU: This function is only effective on HyperThreading CPU
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// Use this function during a spin-wait to make the current thread
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// relax while another thread is working. This may be more efficient
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// than using events because event functions use kernel calls.
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inline void YieldCPU()
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{
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#ifdef _WIN32
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	YieldProcessor();
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#elif defined(_M_IX86) || defined(_M_X64)
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	_mm_pause();
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#endif
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}
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void SetCurrentThreadName(const char *name);
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} // namespace Common
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#endif // _THREAD_H_
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