mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-07 23:25:04 +01:00
259 lines
9.0 KiB
C++
259 lines
9.0 KiB
C++
#include <thread>
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#include <atomic>
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#include "ultra64.h"
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#include "multilibultra.hpp"
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#include "recomp.h"
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#if defined(_M_X64)
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static inline void spinlock_pause() {
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_mm_pause();
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}
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#elif defined(__x86_64__)
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static inline void spinlock_pause() {
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__builtin_ia32_pause();
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}
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#else
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#error "No spinlock_pause implementation for current architecture"
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#endif
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template <typename T>
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class atomic_spinlock {
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static_assert(sizeof(std::atomic<T>) == sizeof(T), "atomic_spinlock must be used with a type that is the same size as its atomic counterpart");
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static_assert(std::atomic<T>::is_always_lock_free, "atomic_spinlock must be used with an always lock-free atomic type");
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std::atomic_ref<T> locked_;
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public:
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atomic_spinlock(T& flag) : locked_{ flag } {}
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void lock() {
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// Loop until the lock is acquired.
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while (true) {
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// Try to acquire the lock.
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if (!locked_.exchange(true, std::memory_order_acquire)) {
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// If it was acquired then exit the loop.
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break;
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}
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// Otherwise, wait until the lock is no longer acquired.
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// Doing this instead of constantly trying to acquire the lock reduces cache coherency traffic.
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while (locked_.load(std::memory_order_relaxed)) {
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// Add a platform-specific pause instruction to reduce load unit traffic.
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spinlock_pause();
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}
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}
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}
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void unlock() {
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// Release the lock by setting it to false.
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locked_.store(false, std::memory_order_release);
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}
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};
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class mesg_queue_lock {
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OSMesgQueue* queue_;
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atomic_spinlock<uint8_t> spinlock_;
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public:
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mesg_queue_lock(OSMesgQueue* mq) : queue_{ mq }, spinlock_{ mq->lock } {}
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void lock() { spinlock_.lock(); }
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void unlock() { spinlock_.unlock(); }
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};
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extern "C" void osCreateMesgQueue(RDRAM_ARG PTR(OSMesgQueue) mq_, PTR(OSMesg) msg, s32 count) {
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OSMesgQueue *mq = TO_PTR(OSMesgQueue, mq_);
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mq->blocked_on_recv = NULLPTR;
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mq->blocked_on_send = NULLPTR;
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mq->msgCount = count;
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mq->msg = msg;
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mq->validCount = 0;
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mq->first = 0;
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mq->lock = false;
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}
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s32 MQ_GET_COUNT(OSMesgQueue *mq) {
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return mq->validCount;
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}
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s32 MQ_IS_EMPTY(OSMesgQueue *mq) {
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return mq->validCount == 0;
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}
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s32 MQ_IS_FULL(OSMesgQueue* mq) {
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return MQ_GET_COUNT(mq) >= mq->msgCount;
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}
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void thread_queue_insert(RDRAM_ARG PTR(OSThread)* queue, PTR(OSThread) toadd_) {
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PTR(OSThread)* cur = queue;
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OSThread* toadd = TO_PTR(OSThread, toadd_);
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while (*cur && TO_PTR(OSThread, *cur)->priority > toadd->priority) {
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cur = &TO_PTR(OSThread, *cur)->next;
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}
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toadd->next = (*cur);
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*cur = toadd_;
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}
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OSThread* thread_queue_pop(RDRAM_ARG PTR(OSThread)* queue) {
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PTR(OSThread) ret = *queue;
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*queue = TO_PTR(OSThread, ret)->next;
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return TO_PTR(OSThread, ret);
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}
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bool thread_queue_empty(RDRAM_ARG PTR(OSThread)* queue) {
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return *queue == NULLPTR;
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}
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std::mutex test_mutex{};
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// Attempts to put a message into a queue.
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// If the queue is not full, returns true and pops a thread from the blocked on receive list.
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// If the queue is full and this is a blocking send, places the current thread into the blocked on send list
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// for the message queue, marks the current thread as being blocked on a queue and returns false.
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bool mesg_queue_try_insert(RDRAM_ARG OSMesgQueue* mq, OSMesg msg, OSThread*& to_run, bool jam, bool blocking) {
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//mesg_queue_lock lock{ mq };
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std::lock_guard guard{ test_mutex };
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// If the queue is full, insert this thread into the blocked on send queue and return false.
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if (MQ_IS_FULL(mq)) {
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if (blocking) {
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thread_queue_insert(PASS_RDRAM &mq->blocked_on_send, Multilibultra::this_thread());
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// TODO is it safe to use the schedule queue here while in the message queue lock?
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Multilibultra::block_self(PASS_RDRAM1);
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}
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to_run = nullptr;
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return false;
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}
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// The queue wasn't full, so place the message into it.
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if (jam) {
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// Insert this message at the start of the queue.
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mq->first = (mq->first + mq->msgCount - 1) % mq->msgCount;
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TO_PTR(OSMesg, mq->msg)[mq->first] = msg;
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mq->validCount++;
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}
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else {
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// Insert this message at the end of the queue.
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s32 last = (mq->first + mq->validCount) % mq->msgCount;
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TO_PTR(OSMesg, mq->msg)[last] = msg;
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mq->validCount++;
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}
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// Pop a thread from the blocked on recv queue to wake afterwards.
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if (!thread_queue_empty(PASS_RDRAM &mq->blocked_on_recv)) {
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to_run = thread_queue_pop(PASS_RDRAM &mq->blocked_on_recv);
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}
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return true;
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}
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// Attempts to remove a message from a queue.
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// If the queue is not empty, returns true and pops a thread from the blocked on send list.
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// If the queue is empty and this is a blocking receive, places the current thread into the blocked on receive list
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// for the message queue, marks the current thread as being blocked on a queue and returns false.
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bool mesg_queue_try_remove(RDRAM_ARG OSMesgQueue* mq, PTR(OSMesg) msg_out, OSThread*& to_run, bool blocking) {
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//mesg_queue_lock lock{ mq };
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std::lock_guard guard{ test_mutex };
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// If the queue is full, insert this thread into the blocked on receive queue and return false.
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if (MQ_IS_EMPTY(mq)) {
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if (blocking) {
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thread_queue_insert(PASS_RDRAM &mq->blocked_on_recv, Multilibultra::this_thread());
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// TODO is it safe to use the schedule queue here while in the message queue lock?
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Multilibultra::block_self(PASS_RDRAM1);
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}
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to_run = nullptr;
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return false;
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}
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// The queue wasn't empty, so remove the first message from it.
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if (msg_out != NULLPTR) {
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*TO_PTR(OSMesg, msg_out) = TO_PTR(OSMesg, mq->msg)[mq->first];
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}
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mq->first = (mq->first + 1) % mq->msgCount;
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mq->validCount--;
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// Pop a thread from the blocked on send queue to wake afterwards.
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if (!thread_queue_empty(PASS_RDRAM &mq->blocked_on_send)) {
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to_run = thread_queue_pop(PASS_RDRAM &mq->blocked_on_send);
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}
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return true;
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}
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enum class MesgQueueActionType {
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Send,
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Jam,
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Receive
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};
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s32 mesg_queue_action(RDRAM_ARG PTR(OSMesgQueue) mq_, OSMesg msg, PTR(OSMesg) msg_out, s32 flags, MesgQueueActionType action) {
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OSMesgQueue* mq = TO_PTR(OSMesgQueue, mq_);
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OSThread* this_thread = TO_PTR(OSThread, Multilibultra::this_thread());
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bool is_blocking = flags != OS_MESG_NOBLOCK;
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// Prevent accidentally blocking anything that isn't a game thread
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if (!Multilibultra::is_game_thread()) {
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is_blocking = false;
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}
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OSThread* to_run = nullptr;
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// Repeatedly attempt to send the message until it's successful.
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while (true) {
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// Try to insert/remove the message into the queue depending on the action.
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bool success = false;
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switch (action) {
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case MesgQueueActionType::Send:
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success = mesg_queue_try_insert(PASS_RDRAM mq, msg, to_run, false, is_blocking);
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break;
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case MesgQueueActionType::Jam:
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success = mesg_queue_try_insert(PASS_RDRAM mq, msg, to_run, true, is_blocking);
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break;
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case MesgQueueActionType::Receive:
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success = mesg_queue_try_remove(PASS_RDRAM mq, msg_out, to_run, is_blocking);
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break;
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}
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// If successful, don't block.
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if (success) {
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//goto after;
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break;
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}
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// Otherwise if the action was unsuccessful but wasn't blocking, return -1 to indicate a failure.
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if (!is_blocking) {
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return -1;
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}
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// The action failed, so pause this thread until unblocked by the queue.
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debug_printf("[Message Queue] Thread %d is blocked on %s\n", this_thread->id, action == MesgQueueActionType::Receive ? "receive" : "send");
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// Wait for it this thread be resumed.
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Multilibultra::wait_for_resumed(PASS_RDRAM1);
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}
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//after:
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// If any thread was blocked on receiving from this queue, wake it.
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if (to_run) {
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debug_printf("[Message Queue] Thread %d is unblocked\n", to_run->id);
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Multilibultra::unblock_thread(to_run);
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// If the unblocked thread is higher priority than this one, pause this thread so it can take over.
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if (Multilibultra::is_game_thread() && to_run->priority > this_thread->priority) {
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Multilibultra::yield_self(PASS_RDRAM1);
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Multilibultra::wait_for_resumed(PASS_RDRAM1);
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}
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}
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return 0;
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}
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extern "C" s32 osSendMesg(RDRAM_ARG PTR(OSMesgQueue) mq_, OSMesg msg, s32 flags) {
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return mesg_queue_action(PASS_RDRAM mq_, msg, NULLPTR, flags, MesgQueueActionType::Send);
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}
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extern "C" s32 osJamMesg(RDRAM_ARG PTR(OSMesgQueue) mq_, OSMesg msg, s32 flags) {
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return mesg_queue_action(PASS_RDRAM mq_, msg, NULLPTR, flags, MesgQueueActionType::Jam);
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}
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extern "C" s32 osRecvMesg(RDRAM_ARG PTR(OSMesgQueue) mq_, PTR(OSMesg) msg_out_, s32 flags) {
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return mesg_queue_action(PASS_RDRAM mq_, NULLPTR, msg_out_, flags, MesgQueueActionType::Receive);
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}
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