yuzu/src/common/thread.cpp

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// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/thread.h"
#ifdef __APPLE__
#include <mach/mach.h>
#elif defined(_WIN32)
#include <Windows.h>
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#else
#if defined(__Bitrig__) || defined(__DragonFly__) || defined(__FreeBSD__) || defined(__OpenBSD__)
#include <pthread_np.h>
#else
#include <pthread.h>
#endif
#include <sched.h>
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#endif
#ifndef _WIN32
#include <unistd.h>
#endif
#ifdef __FreeBSD__
#define cpu_set_t cpuset_t
#endif
namespace Common {
int CurrentThreadId() {
#ifdef _MSC_VER
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return GetCurrentThreadId();
#elif defined __APPLE__
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return mach_thread_self();
#else
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return 0;
#endif
}
#ifdef _WIN32
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// Supporting functions
void SleepCurrentThread(int ms) {
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Sleep(ms);
}
#endif
#ifdef _MSC_VER
void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask) {
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SetThreadAffinityMask(thread, mask);
}
void SetCurrentThreadAffinity(u32 mask) {
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SetThreadAffinityMask(GetCurrentThread(), mask);
}
void SwitchCurrentThread() {
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SwitchToThread();
}
// Sets the debugger-visible name of the current thread.
// Uses undocumented (actually, it is now documented) trick.
// http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxtsksettingthreadname.asp
// This is implemented much nicer in upcoming msvc++, see:
// http://msdn.microsoft.com/en-us/library/xcb2z8hs(VS.100).aspx
void SetCurrentThreadName(const char* szThreadName) {
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static const DWORD MS_VC_EXCEPTION = 0x406D1388;
#pragma pack(push, 8)
struct THREADNAME_INFO {
DWORD dwType; // must be 0x1000
LPCSTR szName; // pointer to name (in user addr space)
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DWORD dwThreadID; // thread ID (-1=caller thread)
DWORD dwFlags; // reserved for future use, must be zero
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} info;
#pragma pack(pop)
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info.dwType = 0x1000;
info.szName = szThreadName;
info.dwThreadID = -1; // dwThreadID;
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info.dwFlags = 0;
__try {
RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*)&info);
} __except (EXCEPTION_CONTINUE_EXECUTION) {
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}
}
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#else // !MSVC_VER, so must be POSIX threads
void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask) {
#ifdef __APPLE__
thread_policy_set(pthread_mach_thread_np(thread), THREAD_AFFINITY_POLICY, (integer_t*)&mask, 1);
#elif (defined __linux__ || defined __FreeBSD__) && !(defined ANDROID)
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cpu_set_t cpu_set;
CPU_ZERO(&cpu_set);
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for (int i = 0; i != sizeof(mask) * 8; ++i)
if ((mask >> i) & 1)
CPU_SET(i, &cpu_set);
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pthread_setaffinity_np(thread, sizeof(cpu_set), &cpu_set);
#endif
}
void SetCurrentThreadAffinity(u32 mask) {
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SetThreadAffinity(pthread_self(), mask);
}
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#ifndef _WIN32
void SleepCurrentThread(int ms) {
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usleep(1000 * ms);
}
void SwitchCurrentThread() {
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usleep(1000 * 1);
}
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#endif
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// MinGW with the POSIX threading model does not support pthread_setname_np
#if !defined(_WIN32) || defined(_MSC_VER)
void SetCurrentThreadName(const char* szThreadName) {
#ifdef __APPLE__
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pthread_setname_np(szThreadName);
#elif defined(__Bitrig__) || defined(__DragonFly__) || defined(__FreeBSD__) || defined(__OpenBSD__)
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pthread_set_name_np(pthread_self(), szThreadName);
#elif defined(__NetBSD__)
pthread_setname_np(pthread_self(), "%s", (void*)szThreadName);
#else
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pthread_setname_np(pthread_self(), szThreadName);
#endif
}
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#endif
#endif
} // namespace Common