mirror of
https://github.com/hrydgard/ppsspp.git
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The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
// Copyright (c) 2012- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <map>
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#include <set>
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#include "Core/Core.h"
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#include "Core/System.h"
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#include "Core/CoreTiming.h"
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enum AsyncIOEventType {
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IO_EVENT_INVALID,
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IO_EVENT_SYNC,
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IO_EVENT_FINISH,
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IO_EVENT_READ,
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IO_EVENT_WRITE,
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};
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struct AsyncIOEvent {
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AsyncIOEvent(AsyncIOEventType t) : type(t) {}
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AsyncIOEventType type;
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u32 handle;
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u8 *buf;
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size_t bytes;
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u32 invalidateAddr;
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operator AsyncIOEventType() const {
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return type;
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}
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};
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struct AsyncIOResult {
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AsyncIOResult() : result(0), finishTicks(0), invalidateAddr(0) {}
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explicit AsyncIOResult(s64 r) : result(r), finishTicks(0), invalidateAddr(0) {}
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AsyncIOResult(s64 r, int usec, u32 addr = 0) : result(r), invalidateAddr(addr) {
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finishTicks = CoreTiming::GetTicks(currentMIPS) + usToCycles(usec);
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}
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void DoState(PointerWrap &p) {
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auto s = p.Section("AsyncIOResult", 1, 2);
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if (!s)
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return;
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Do(p, result);
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Do(p, finishTicks);
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if (s >= 2) {
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Do(p, invalidateAddr);
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} else {
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invalidateAddr = 0;
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}
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}
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s64 result;
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u64 finishTicks;
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u32 invalidateAddr;
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};
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// Reads and writes for sceIo that complete later in emulated time. The host IO runs right away on
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// the emulation thread, like every other filesystem access, and the result waits here until the
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// game is told about it. Emulation thread only.
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class AsyncIOManager {
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public:
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void DoState(PointerWrap &p);
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bool HasOperation(u32 handle);
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void ScheduleOperation(const AsyncIOEvent &ev);
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void Shutdown();
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bool HasResult(u32 handle);
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bool WaitResult(u32 handle, AsyncIOResult &result);
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u64 ResultFinishTicks(u32 handle);
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private:
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bool PopResult(u32 handle, AsyncIOResult &result);
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void Read(u32 handle, u8 *buf, size_t bytes, u32 invalidateAddr);
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void Write(u32 handle, const u8 *buf, size_t bytes);
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void EventResult(u32 handle, const AsyncIOResult &result);
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std::set<u32> resultsPending_;
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std::map<u32, AsyncIOResult> results_;
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};
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