// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _THREAD_H_ #define _THREAD_H_ #include "StdThread.h" // Don't include common.h here as it will break LogManager #include "CommonTypes.h" #include #include // This may not be defined outside _WIN32 #ifndef _WIN32 #ifndef INFINITE #define INFINITE 0xffffffff #endif #include //for gettimeofday and struct time(spec|val) #include #include #endif namespace Common { int CurrentThreadId(); void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask); void SetCurrentThreadAffinity(u32 mask); class CriticalSection { #ifdef _WIN32 CRITICAL_SECTION section; #else #ifdef _POSIX_THREADS pthread_mutex_t mutex; #endif #endif public: CriticalSection(int spincount = 1000); ~CriticalSection(); void Enter(); bool TryEnter(); void Leave(); }; #ifdef _WIN32 // Event(WaitForSingleObject) is too expensive // as it always enters Ring0 regardless of the state of lock // This EventEx will try to stay in Ring3 as much as possible // If the lock can be obtained in the first time, Ring0 won't be entered at all class EventEx { public: EventEx(); void Init(); void Shutdown(); void Set(); // Infinite wait void Spin(); // Infinite wait with sleep void Wait(); // Wait with message processing and sleep bool MsgWait(); private: volatile long m_Lock; }; #else // TODO: implement for Linux #define EventEx Event #endif class Event { public: Event(); void Init(); void Shutdown(); void Set(); //returns whether the wait timed out bool Wait(const u32 timeout = INFINITE); #ifdef _WIN32 void MsgWait(); #else void MsgWait() {Wait();} #endif private: #ifdef _WIN32 HANDLE m_hEvent; /* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked. So then we can just as well continue and hope for the best. I could try several times that this works after a five second timeout (with works meaning that the game stopped and I could start another game without any noticable problems). But several times it failed to, and ended with a crash. But it's better than an infinite deadlock. */ static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example #else bool is_set_; #ifdef _POSIX_THREADS pthread_cond_t event_; pthread_mutex_t mutex_; #endif #endif }; void SleepCurrentThread(int ms); void SwitchCurrentThread(); // On Linux, this is equal to sleep 1ms // YieldCPU: This function is only effective on HyperThreading CPU // Use this function during a spin-wait to make the current thread // relax while another thread is working. This may be more efficient // than using events because event functions use kernel calls. inline void YieldCPU() { #ifdef _WIN32 YieldProcessor(); #elif defined(_M_IX86) || defined(_M_X64) _mm_pause(); #endif } void SetCurrentThreadName(const char *name); } // namespace Common #endif // _THREAD_H_