dolphin/Source/Core/Common/Src/Thread.h
Rodolfo Osvaldo Bogado ccc12c6950 a little simplification for the dlist id and a little correction to YieldProcessor in windows.
in windows sleep(0) behaves more like what is defined in the yield instruction so use it instead. In my amd 6 core system brings a nice 8% speedup so please test I'm interested in knowing the behavior in different systems.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7261 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 18:06:55 +00:00

152 lines
3.5 KiB
C++

// 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 <stdio.h>
#include <string.h>
// This may not be defined outside _WIN32
#ifndef _WIN32
#ifndef INFINITE
#define INFINITE 0xffffffff
#endif
#include <xmmintrin.h>
//for gettimeofday and struct time(spec|val)
#include <time.h>
#include <sys/time.h>
#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
// 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
Sleep(0);
#elif defined(_M_IX86) || defined(_M_X64)
usleep(1);
#endif
}
void SetCurrentThreadName(const char *name);
} // namespace Common
#endif // _THREAD_H_