Files
ARMSX2/pcsx2/System/SysThreads.cpp
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Jake.Stine 27174c3f5b * Improved the framelimiter sleep mode more (less cpu used and more responsive to fps fluctuation near the 60fps line at the same time)
* Added timeBeginPeriod() to improve the Win32 kernel scheduler resolution (improves sleep accuracy and thread responsiveness)
 * hackfixed some code that made exiting pcsx2 "slow" sometimes.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2041 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-19 23:13:22 +00:00

499 lines
14 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2009 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "System.h"
#include "SysThreads.h"
#include "SaveState.h"
#include "Elfheader.h"
#include "Plugins.h"
#include "R5900.h"
#include "R3000A.h"
#include "VUmicro.h"
static __threadlocal SysCoreThread* tls_coreThread = NULL;
// --------------------------------------------------------------------------------------
// SysThreadBase *External Thread* Implementations
// (Called form outside the context of this thread)
// --------------------------------------------------------------------------------------
SysThreadBase::SysThreadBase() :
m_ExecMode( ExecMode_NoThreadYet )
, m_ExecModeMutex()
{
}
SysThreadBase::~SysThreadBase() throw()
{
}
void SysThreadBase::Start()
{
_parent::Start();
m_ExecMode = ExecMode_Closing;
Sleep( 1 );
if( !m_ResumeEvent.WaitRaw( wxTimeSpan(0, 0, 1, 500) ) )
{
RethrowException();
if( pxAssertDev( m_ExecMode == ExecMode_Closing, "Unexpected thread status during SysThread startup." ) )
{
throw Exception::ThreadCreationError(
wxsFormat( L"Timeout occurred while attempting to start the %s thread.", m_name.c_str() ),
wxEmptyString
);
}
}
pxAssertDev( (m_ExecMode == ExecMode_Closing) || (m_ExecMode == ExecMode_Closed),
"Unexpected thread status during SysThread startup."
);
m_sem_event.Post();
}
void SysThreadBase::OnStart()
{
if( !pxAssertDev( m_ExecMode == ExecMode_NoThreadYet, "SysSustainableThread:Start(): Invalid execution mode" ) ) return;
m_ResumeEvent.Reset();
FrankenMutex( m_ExecModeMutex );
FrankenMutex( m_RunningLock );
_parent::OnStart();
}
// Suspends emulation and closes the emulation state (including plugins) at the next PS2 vsync,
// and returns control to the calling thread; or does nothing if the core is already suspended.
//
// Parameters:
// isNonblocking - if set to true then the function will not block for emulation suspension.
// Defaults to false if parameter is not specified. Performing non-blocking suspension
// is mostly useful for starting certain non-Emu related gui activities (improves gui
// responsiveness).
//
// Returns:
// The previous suspension state; true if the thread was running or false if it was
// suspended.
//
// Exceptions:
// CancelEvent - thrown if the thread is already in a Paused or Closing state. Because
// actions that pause emulation typically rely on plugins remaining loaded/active,
// Suspension must cansel itself forcefully or risk crashing whatever other action is
// in progress.
//
bool SysThreadBase::Suspend( bool isBlocking )
{
if( IsSelf() || !IsRunning() ) return false;
// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
// from Resume or OnResumeReady code.
if( m_ExecMode == ExecMode_Closed ) return false;
bool retval = false;
{
ScopedLock locker( m_ExecModeMutex );
// Check again -- status could have changed since above.
if( m_ExecMode == ExecMode_Closed ) return false;
if( m_ExecMode == ExecMode_Pausing || m_ExecMode == ExecMode_Paused )
throw Exception::CancelEvent( "Another thread is pausing the VM state." );
if( m_ExecMode == ExecMode_Opened )
{
m_ExecMode = ExecMode_Closing;
retval = true;
}
pxAssertDev( m_ExecMode == ExecMode_Closing, "ExecMode should be nothing other than Closing..." );
m_sem_event.Post();
}
if( isBlocking ) m_RunningLock.Wait();
return retval;
}
// Returns:
// The previous suspension state; true if the thread was running or false if it was
// closed, not running, or paused.
//
bool SysThreadBase::Pause()
{
if( IsSelf() || !IsRunning() ) return false;
// shortcut ExecMode check to avoid deadlocking on redundant calls to Suspend issued
// from Resume or OnResumeReady code.
if( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused) ) return false;
bool retval = false;
{
ScopedLock locker( m_ExecModeMutex );
// Check again -- status could have changed since above.
if( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused) ) return false;
if( m_ExecMode == ExecMode_Opened )
{
m_ExecMode = ExecMode_Pausing;
retval = true;
}
pxAssertDev( m_ExecMode == ExecMode_Pausing, "ExecMode should be nothing other than Pausing..." );
m_sem_event.Post();
}
m_RunningLock.Wait();
return retval;
}
// Resumes the core execution state, or does nothing is the core is already running. If
// settings were changed, resets will be performed as needed and emulation state resumed from
// memory savestates.
//
// Note that this is considered a non-blocking action. Most times the state is safely resumed
// on return, but in the case of re-entrant or nested message handling the function may return
// before the thread has resumed. If you need explicit behavior tied to the completion of the
// Resume, you'll need to bind callbacks to either OnResumeReady or OnResumeInThread.
//
// Exceptions:
// PluginInitError - thrown if a plugin fails init (init is performed on the current thread
// on the first time the thread is resumed from it's initial idle state)
// ThreadCreationError - Insufficient system resources to create thread.
//
void SysThreadBase::Resume()
{
if( IsSelf() ) return;
if( m_ExecMode == ExecMode_Opened ) return;
if( !pxAssert( g_plugins != NULL ) ) return;
ScopedLock locker( m_ExecModeMutex );
// Implementation Note:
// The entire state coming out of a Wait is indeterminate because of user input
// and pending messages being handled. So after each call we do some seemingly redundant
// sanity checks against m_ExecMode/m_Running status, and if something doesn't feel
// right, we should abort.
switch( m_ExecMode )
{
case ExecMode_Opened: return;
case ExecMode_NoThreadYet:
{
static int __Guard = 0;
RecursionGuard guard( __Guard );
if( guard.IsReentrant() ) return;
Start();
if( !m_running || (m_ExecMode == ExecMode_NoThreadYet) )
throw Exception::ThreadCreationError();
if( m_ExecMode == ExecMode_Opened ) return;
}
// fall through...
case ExecMode_Closing:
case ExecMode_Pausing:
// we need to make sure and wait for the emuThread to enter a fully suspended
// state before continuing...
m_RunningLock.Wait();
if( !m_running ) return;
if( (m_ExecMode != ExecMode_Closed) && (m_ExecMode != ExecMode_Paused) ) return;
if( g_plugins == NULL ) return;
break;
}
pxAssertDev( (m_ExecMode == ExecMode_Closed) || (m_ExecMode == ExecMode_Paused),
"SysThreadBase is not in a closed/paused state? wtf!" );
OnResumeReady();
m_ExecMode = ExecMode_Opened;
m_ResumeEvent.Post();
}
// --------------------------------------------------------------------------------------
// SysThreadBase *Worker* Implementations
// (Called from the context of this thread only)
// --------------------------------------------------------------------------------------
void SysThreadBase::OnStartInThread()
{
m_RunningLock.Lock();
_parent::OnStartInThread();
m_ResumeEvent.Post();
}
void SysThreadBase::OnCleanupInThread()
{
m_ExecMode = ExecMode_NoThreadYet;
_parent::OnCleanupInThread();
m_RunningLock.Unlock();
}
void SysThreadBase::StateCheckInThread( bool isCancelable )
{
switch( m_ExecMode )
{
#ifdef PCSX2_DEVBUILD // optimize out handlers for these cases in release builds.
case ExecMode_NoThreadYet:
// threads should never have this state set while the thread is in any way
// active or alive. (for obvious reasons!!)
pxFailDev( "Invalid execution state detected." );
break;
#endif
case ExecMode_Opened:
// Yup, need this a second time. Variable state could have changed while we
// were trying to acquire the lock above.
if( isCancelable )
TestCancel();
break;
// -------------------------------------
case ExecMode_Pausing:
{
OnPauseInThread();
m_ExecMode = ExecMode_Paused;
m_RunningLock.Unlock();
}
// fallthrough...
case ExecMode_Paused:
while( m_ExecMode == ExecMode_Paused )
m_ResumeEvent.WaitRaw();
m_RunningLock.Lock();
OnResumeInThread( false );
break;
// -------------------------------------
case ExecMode_Closing:
{
OnSuspendInThread();
m_ExecMode = ExecMode_Closed;
m_RunningLock.Unlock();
}
// fallthrough...
case ExecMode_Closed:
while( m_ExecMode == ExecMode_Closed )
m_ResumeEvent.WaitRaw();
m_RunningLock.Lock();
OnResumeInThread( true );
break;
jNO_DEFAULT;
}
}
// --------------------------------------------------------------------------------------
// EECoreThread *External Thread* Implementations
// (Called from outside the context of this thread)
// --------------------------------------------------------------------------------------
SysCoreThread::SysCoreThread() :
m_resetRecompilers( true )
, m_resetProfilers( true )
, m_resetVirtualMachine( true )
, m_hasValidState( false )
{
m_name = L"EE Core";
}
SysCoreThread::~SysCoreThread() throw()
{
_parent::Cancel();
}
void SysCoreThread::Start()
{
if( g_plugins == NULL ) return;
g_plugins->Init();
_parent::Start();
}
// Resumes the core execution state, or does nothing is the core is already running. If
// settings were changed, resets will be performed as needed and emulation state resumed from
// memory savestates.
//
// Exceptions (can occur on first call only):
// PluginInitError - thrown if a plugin fails init (init is performed on the current thread
// on the first time the thread is resumed from it's initial idle state)
// ThreadCreationError - Insufficient system resources to create thread.
//
void SysCoreThread::OnResumeReady()
{
if( m_resetVirtualMachine )
{
cpuReset();
m_resetVirtualMachine = false;
m_hasValidState = false;
}
if( m_resetRecompilers || m_resetProfilers || !m_hasValidState )
{
SysClearExecutionCache();
memBindConditionalHandlers();
m_resetRecompilers = false;
m_resetProfilers = false;
}
}
void SysCoreThread::Reset()
{
Suspend();
m_resetVirtualMachine = true;
}
// Applies a full suite of new settings, which will automatically facilitate the necessary
// resets of the core and components (including plugins, if needed). The scope of resetting
// is determined by comparing the current settings against the new settings.
void SysCoreThread::ApplySettings( const Pcsx2Config& src )
{
if( src == EmuConfig ) return;
const bool resumeWhenDone = Suspend();
m_resetRecompilers = ( src.Cpu != EmuConfig.Cpu ) || ( src.Gamefixes != EmuConfig.Gamefixes ) || ( src.Speedhacks != EmuConfig.Speedhacks );
m_resetProfilers = (src.Profiler != EmuConfig.Profiler );
const_cast<Pcsx2Config&>(EmuConfig) = src;
if( resumeWhenDone ) Resume();
}
// --------------------------------------------------------------------------------------
// EECoreThread *Worker* Implementations
// (Called from the context of this thread only)
// --------------------------------------------------------------------------------------
SysCoreThread& SysCoreThread::Get()
{
pxAssertMsg( tls_coreThread != NULL, L"This function must be called from the context of a running SysCoreThread." );
return *tls_coreThread;
}
void SysCoreThread::CpuInitializeMess()
{
if( m_hasValidState ) return;
wxString elf_file;
if( EmuConfig.SkipBiosSplash )
{
// Fetch the ELF filename and CD type from the CDVD provider.
wxString ename;
int result = GetPS2ElfName( ename );
switch( result )
{
case 0:
throw Exception::RuntimeError( wxLt("Fast Boot failed: CDVD image is not a PS1 or PS2 game.") );
case 1:
throw Exception::RuntimeError( wxLt("Fast Boot failed: PCSX2 does not support emulation of PS1 games.") );
case 2:
// PS2 game. Valid!
elf_file = ename;
break;
jNO_DEFAULT
}
}
if( !elf_file.IsEmpty() )
{
// Skip Bios Hack -- Runs the PS2 BIOS stub, and then manually loads the ELF
// executable data, and injects the cpuRegs.pc with the address of the
// execution start point.
//
// This hack is necessary for non-CD ELF files, and is optional for game CDs
// (though not recommended for games because of rare ill side effects).
cpuExecuteBios();
loadElfFile( elf_file );
}
m_hasValidState = true;
}
// special macro which disables inlining on functions that require their own function stackframe.
// This is due to how Win32 handles structured exception handling. Linux uses signals instead
// of SEH, and so these functions can be inlined.
#ifdef _WIN32
# define __unique_stackframe __noinline
#else
# define __unique_stackframe
#endif
// On Win32 this function invokes SEH, which requires it be in a function all by itself
// with inlining disabled.
__unique_stackframe
void SysCoreThread::CpuExecute()
{
PCSX2_MEM_PROTECT_BEGIN();
Cpu->Execute();
PCSX2_MEM_PROTECT_END();
}
void SysCoreThread::ExecuteTaskInThread()
{
Threading::EnableHiresScheduler();
tls_coreThread = this;
m_sem_event.WaitRaw();
StateCheckInThread();
CpuExecute();
}
void SysCoreThread::OnSuspendInThread()
{
if( g_plugins != NULL )
g_plugins->Close();
}
void SysCoreThread::OnResumeInThread( bool isSuspended )
{
if( isSuspended && g_plugins != NULL )
{
g_plugins->Open();
CpuInitializeMess();
}
}
// Invoked by the pthread_exit or pthread_cancel
void SysCoreThread::OnCleanupInThread()
{
Threading::DisableHiresScheduler();
if( g_plugins != NULL )
g_plugins->Close();
_parent::OnCleanupInThread();
}