mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-09-11 07:12:57 +02:00
Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit...), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores :p). The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's). The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads). It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang). Note: vs2010 builds and Linux builds need to be updated to include "MTVU.h" and "MTVU.cpp". git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4865 96395faa-99c1-11dd-bbfe-3dabce05a288
430 lines
13 KiB
C++
430 lines
13 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <semaphore.h>
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#include <errno.h> // EBUSY
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#include <pthread.h>
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#include "Pcsx2Defs.h"
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#include "ScopedPtr.h"
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#include "TraceLog.h"
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#undef Yield // release the burden of windows.h global namespace spam.
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#define AffinityAssert_AllowFrom_MainUI() \
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pxAssertMsg( wxThread::IsMain(), "Thread affinity violation: Call allowed from main thread only." )
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// --------------------------------------------------------------------------------------
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// pxThreadLog / ConsoleLogSource_Threading
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// --------------------------------------------------------------------------------------
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class ConsoleLogSource_Threading : ConsoleLogSource
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{
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typedef ConsoleLogSource _parent;
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public:
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using _parent::IsActive;
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ConsoleLogSource_Threading();
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bool Write( const wxString& thrname, const wxChar* msg ) {
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return _parent::Write( wxsFormat(L"(thread:%s) ", thrname.c_str()) + msg );
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}
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bool Warn( const wxString& thrname, const wxChar* msg ) {
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return _parent::Warn( wxsFormat(L"(thread:%s) ", thrname.c_str()) + msg );
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}
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bool Error( const wxString& thrname, const wxChar* msg ) {
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return _parent::Error( wxsFormat(L"(thread:%s) ", thrname.c_str()) + msg );
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}
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};
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extern ConsoleLogSource_Threading pxConLog_Thread;
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#define pxThreadLog pxConLog_Thread.IsActive() && pxConLog_Thread
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// --------------------------------------------------------------------------------------
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// PCSX2_THREAD_LOCAL - Defines platform/operating system support for Thread Local Storage
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// --------------------------------------------------------------------------------------
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// For complimentary support for TLS, include Utilities/TlsVariable.inl, and use the
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// DeclareTls macro in the place of __threadlocal.
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//
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//#define PCSX2_THREAD_LOCAL 0 // uncomment this line to force-disable native TLS (useful for testing TlsVariabel on windows/linux)
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#ifndef PCSX2_THREAD_LOCAL
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# ifdef __WXMAC__
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# define PCSX2_THREAD_LOCAL 0
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# else
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# define PCSX2_THREAD_LOCAL 1
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# endif
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#endif
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class wxTimeSpan;
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namespace Threading
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{
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class pxThread;
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class RwMutex;
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extern void pxTestCancel();
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extern pxThread* pxGetCurrentThread();
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extern wxString pxGetCurrentThreadName();
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extern u64 GetThreadCpuTime();
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extern u64 GetThreadTicksPerSecond();
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// Yields the current thread and provides cancellation points if the thread is managed by
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// pxThread. Unmanaged threads use standard Sleep.
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extern void pxYield( int ms );
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}
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namespace Exception
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{
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class BaseThreadError : public RuntimeError
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{
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DEFINE_EXCEPTION_COPYTORS( BaseThreadError, RuntimeError )
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DEFINE_EXCEPTION_MESSAGES( BaseThreadError )
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public:
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Threading::pxThread* m_thread;
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protected:
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BaseThreadError() {
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m_thread = NULL;
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}
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public:
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explicit BaseThreadError( Threading::pxThread* _thread )
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{
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m_thread = _thread;
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m_message_diag = L"An unspecified thread-related error occurred (thread=%s)";
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}
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explicit BaseThreadError( Threading::pxThread& _thread )
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{
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m_thread = &_thread;
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m_message_diag = L"An unspecified thread-related error occurred (thread=%s)";
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}
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virtual wxString FormatDiagnosticMessage() const;
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virtual wxString FormatDisplayMessage() const;
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Threading::pxThread& Thread();
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const Threading::pxThread& Thread() const;
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};
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class ThreadCreationError : public BaseThreadError
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{
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DEFINE_EXCEPTION_COPYTORS( ThreadCreationError, BaseThreadError )
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public:
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explicit ThreadCreationError( Threading::pxThread* _thread )
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{
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m_thread = _thread;
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SetBothMsgs( L"Thread creation failure. An unspecified error occurred while trying to create the %s thread." );
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}
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explicit ThreadCreationError( Threading::pxThread& _thread )
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{
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m_thread = &_thread;
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SetBothMsgs( L"Thread creation failure. An unspecified error occurred while trying to create the %s thread." );
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}
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};
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}
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namespace Threading
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{
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// --------------------------------------------------------------------------------------
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// Platform Specific External APIs
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// --------------------------------------------------------------------------------------
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// The following set of documented functions have Linux/Win32 specific implementations,
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// which are found in WinThreads.cpp and LnxThreads.cpp
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// Releases a timeslice to other threads.
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extern void Timeslice();
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// For use in spin/wait loops.
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extern void SpinWait();
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// Use prior to committing data to another thread (internal memcpy_qwc does not use fencing,
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// so that many memcpys can be issued in a row more efficiently)
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extern void StoreFence();
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// Optional implementation to enable hires thread/process scheduler for the operating system.
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// Needed by Windows, but might not be relevant to other platforms.
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extern void EnableHiresScheduler();
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extern void DisableHiresScheduler();
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// sleeps the current thread for the given number of milliseconds.
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extern void Sleep( int ms );
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// --------------------------------------------------------------------------------------
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// AtomicExchange / AtomicIncrement
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// --------------------------------------------------------------------------------------
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// Our fundamental interlocking functions. All other useful interlocks can be derived
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// from these little beasties! (these are all implemented internally using cross-platform
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// implementations of _InterlockedExchange and such)
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extern u32 AtomicRead( volatile u32& Target );
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extern s32 AtomicRead( volatile s32& Target );
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extern u32 AtomicExchange( volatile u32& Target, u32 value );
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extern s32 AtomicExchange( volatile s32& Target, s32 value );
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extern u32 AtomicExchangeAdd( volatile u32& Target, u32 value );
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extern s32 AtomicExchangeAdd( volatile s32& Target, s32 value );
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extern s32 AtomicExchangeSub( volatile s32& Target, s32 value );
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extern u32 AtomicIncrement( volatile u32& Target );
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extern s32 AtomicIncrement( volatile s32& Target );
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extern u32 AtomicDecrement( volatile u32& Target );
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extern s32 AtomicDecrement( volatile s32& Target );
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extern bool AtomicBitTestAndReset( volatile u32& bitset, u8 bit );
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extern bool AtomicBitTestAndReset( volatile s32& bitset, u8 bit );
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extern void* _AtomicExchangePointer( volatile uptr& target, uptr value );
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extern void* _AtomicCompareExchangePointer( volatile uptr& target, uptr value, uptr comparand );
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#define AtomicExchangePointer( dest, src ) _AtomicExchangePointer( (uptr&)dest, (uptr)src )
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#define AtomicCompareExchangePointer( dest, comp, src ) _AtomicExchangePointer( (uptr&)dest, (uptr)comp, (uptr)src )
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// pthread Cond is an evil api that is not suited for Pcsx2 needs.
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// Let's not use it. Use mutexes and semaphores instead to create waits. (Air)
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#if 0
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struct WaitEvent
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{
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pthread_cond_t cond;
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pthread_mutex_t mutex;
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WaitEvent();
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~WaitEvent() throw();
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void Set();
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void Wait();
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};
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#endif
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// --------------------------------------------------------------------------------------
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// NonblockingMutex
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// --------------------------------------------------------------------------------------
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// This is a very simple non-blocking mutex, which behaves similarly to pthread_mutex's
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// trylock(), but without any of the extra overhead needed to set up a structure capable
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// of blocking waits. It basically optimizes to a single InterlockedExchange.
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//
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// Simple use: if TryAcquire() returns false, the Bool is already interlocked by another thread.
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// If TryAcquire() returns true, you've locked the object and are *responsible* for unlocking
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// it later.
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//
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class NonblockingMutex
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{
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protected:
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volatile int val;
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public:
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NonblockingMutex() : val( false ) {}
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virtual ~NonblockingMutex() throw() {}
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bool TryAcquire() throw()
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{
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return !AtomicExchange( val, true );
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}
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bool IsLocked()
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{ return !!val; }
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void Release()
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{
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AtomicExchange( val, false );
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}
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};
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class Semaphore
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{
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protected:
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sem_t m_sema;
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public:
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Semaphore();
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virtual ~Semaphore() throw();
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void Reset();
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void Post();
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void Post( int multiple );
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void WaitWithoutYield();
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bool WaitWithoutYield( const wxTimeSpan& timeout );
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void WaitNoCancel();
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void WaitNoCancel( const wxTimeSpan& timeout );
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int Count();
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void Wait();
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bool Wait( const wxTimeSpan& timeout );
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};
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class Mutex
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{
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protected:
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pthread_mutex_t m_mutex;
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public:
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Mutex();
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virtual ~Mutex() throw();
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virtual bool IsRecursive() const { return false; }
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void Recreate();
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bool RecreateIfLocked();
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void Detach();
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void Acquire();
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bool Acquire( const wxTimeSpan& timeout );
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bool TryAcquire();
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void Release();
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void AcquireWithoutYield();
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bool AcquireWithoutYield( const wxTimeSpan& timeout );
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void Wait();
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bool Wait( const wxTimeSpan& timeout );
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void WaitWithoutYield();
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bool WaitWithoutYield( const wxTimeSpan& timeout );
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protected:
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// empty constructor used by MutexLockRecursive
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Mutex( bool ) {}
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};
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class MutexRecursive : public Mutex
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{
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public:
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MutexRecursive();
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virtual ~MutexRecursive() throw();
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virtual bool IsRecursive() const { return true; }
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};
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// --------------------------------------------------------------------------------------
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// ScopedLock
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// --------------------------------------------------------------------------------------
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// Helper class for using Mutexes. Using this class provides an exception-safe (and
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// generally clean) method of locking code inside a function or conditional block. The lock
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// will be automatically released on any return or exit from the function.
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//
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// Const qualification note:
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// ScopedLock takes const instances of the mutex, even though the mutex is modified
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// by locking and unlocking. Two rationales:
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//
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// 1) when designing classes with accessors (GetString, GetValue, etc) that need mutexes,
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// this class needs a const hack to allow those accessors to be const (which is typically
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// *very* important).
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//
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// 2) The state of the Mutex is guaranteed to be unchanged when the calling function or
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// scope exits, by any means. Only via manual calls to Release or Acquire does that
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// change, and typically those are only used in very special circumstances of their own.
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//
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class ScopedLock
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{
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DeclareNoncopyableObject(ScopedLock);
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protected:
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Mutex* m_lock;
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bool m_IsLocked;
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public:
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virtual ~ScopedLock() throw();
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explicit ScopedLock( const Mutex* locker=NULL );
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explicit ScopedLock( const Mutex& locker );
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void AssignAndLock( const Mutex& locker );
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void AssignAndLock( const Mutex* locker );
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void Assign( const Mutex& locker );
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void Assign( const Mutex* locker );
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void Release();
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void Acquire();
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bool IsLocked() const { return m_IsLocked; }
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protected:
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// Special constructor used by ScopedTryLock
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ScopedLock( const Mutex& locker, bool isTryLock );
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};
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class ScopedTryLock : public ScopedLock
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{
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public:
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ScopedTryLock( const Mutex& locker ) : ScopedLock( locker, true ) { }
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virtual ~ScopedTryLock() throw() {}
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bool Failed() const { return !m_IsLocked; }
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};
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// --------------------------------------------------------------------------------------
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// ScopedNonblockingLock
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// --------------------------------------------------------------------------------------
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// A ScopedTryLock branded for use with Nonblocking mutexes. See ScopedTryLock for details.
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//
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class ScopedNonblockingLock
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{
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DeclareNoncopyableObject(ScopedNonblockingLock);
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protected:
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NonblockingMutex& m_lock;
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bool m_IsLocked;
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public:
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ScopedNonblockingLock( NonblockingMutex& locker ) :
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m_lock( locker )
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, m_IsLocked( m_lock.TryAcquire() )
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{
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}
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virtual ~ScopedNonblockingLock() throw()
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{
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if( m_IsLocked )
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m_lock.Release();
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}
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bool Failed() const { return !m_IsLocked; }
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};
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// --------------------------------------------------------------------------------------
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// ScopedLockBool
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// --------------------------------------------------------------------------------------
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// A ScopedLock in which you specify an external bool to get updated on locks/unlocks.
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// Note that the isLockedBool should only be used as an indicator for the locked status,
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// and not actually depended on for thread synchronization...
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struct ScopedLockBool {
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ScopedLock m_lock;
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volatile __aligned(4) bool& m_bool;
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ScopedLockBool(Mutex& mutexToLock, volatile __aligned(4) bool& isLockedBool)
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: m_lock(mutexToLock),
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m_bool(isLockedBool) {
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m_bool = m_lock.IsLocked();
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}
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virtual ~ScopedLockBool() throw() {
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m_bool = false;
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}
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void Acquire() {
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m_lock.Acquire();
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m_bool = m_lock.IsLocked();
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}
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void Release() {
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m_bool = false;
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m_lock.Release();
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}
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};
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}
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