Lime3DS/src/core/core_timing.h

110 lines
3.0 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
// This is a system to schedule events into the emulated machine's future. Time is measured
// in main CPU clock cycles.
// To schedule an event, you first have to register its type. This is where you pass in the
// callback. You then schedule events using the type id you get back.
// See HW/SystemTimers.cpp for the main part of Dolphin's usage of this scheduler.
// The int cyclesLate that the callbacks get is how many cycles late it was.
// So to schedule a new event on a regular basis:
// inside callback:
// ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
#include "common/common.h"
class PointerWrap;
extern int g_clock_rate_arm11;
inline s64 msToCycles(int ms) {
return g_clock_rate_arm11 / 1000 * ms;
}
inline s64 msToCycles(float ms) {
return (s64)(g_clock_rate_arm11 * ms * (0.001f));
}
inline s64 msToCycles(double ms) {
return (s64)(g_clock_rate_arm11 * ms * (0.001));
}
inline s64 usToCycles(float us) {
return (s64)(g_clock_rate_arm11 * us * (0.000001f));
}
inline s64 usToCycles(int us) {
return (g_clock_rate_arm11 / 1000000 * (s64)us);
}
inline s64 usToCycles(s64 us) {
return (g_clock_rate_arm11 / 1000000 * us);
}
inline s64 usToCycles(u64 us) {
return (s64)(g_clock_rate_arm11 / 1000000 * us);
}
inline s64 cyclesToUs(s64 cycles) {
return cycles / (g_clock_rate_arm11 / 1000000);
}
namespace CoreTiming {
void Init();
void Shutdown();
typedef void(*TimedCallback)(u64 userdata, int cyclesLate);
u64 GetTicks();
u64 GetIdleTicks();
// Returns the event_type identifier.
int RegisterEvent(const char *name, TimedCallback callback);
// For save states.
void RestoreRegisterEvent(int event_type, const char *name, TimedCallback callback);
void UnregisterAllEvents();
// userdata MAY NOT CONTAIN POINTERS. userdata might get written and reloaded from disk,
// when we implement state saves.
void ScheduleEvent(s64 cyclesIntoFuture, int event_type, u64 userdata = 0);
void ScheduleEvent_Threadsafe(s64 cyclesIntoFuture, int event_type, u64 userdata = 0);
void ScheduleEvent_Threadsafe_Immediate(int event_type, u64 userdata = 0);
s64 UnscheduleEvent(int event_type, u64 userdata);
s64 UnscheduleThreadsafeEvent(int event_type, u64 userdata);
void RemoveEvent(int event_type);
void RemoveThreadsafeEvent(int event_type);
void RemoveAllEvents(int event_type);
bool IsScheduled(int event_type);
void Advance();
void MoveEvents();
void ProcessFifoWaitEvents();
// Pretend that the main CPU has executed enough cycles to reach the next event.
void Idle(int maxIdle = 0);
// Clear all pending events. This should ONLY be done on exit or state load.
void ClearPendingEvents();
void LogPendingEvents();
// Warning: not included in save states.
void RegisterAdvanceCallback(void(*callback)(int cyclesExecuted));
std::string GetScheduledEventsSummary();
void DoState(PointerWrap &p);
void SetClockFrequencyMHz(int cpuMhz);
int GetClockFrequencyMHz();
extern int slicelength;
}; // namespace