hrydgard b0bb4e6335 DSPSpy: Hide loop stack registers - they aren't relevant for most investigations.
Highlight differences on both sides.
Show the accelerator subregs in order.
Make it possible to include some code from Dolphin into DSPSpy, good for grabbing useful #defines. (had to change the GEKKO log to POWERPC).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3120 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-01 15:17:03 +00:00

168 lines
3.5 KiB
C++

// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _THREAD_H_
#define _THREAD_H_
#ifdef _WIN32
#include <windows.h>
#define THREAD_RETURN DWORD WINAPI
#else
#define THREAD_RETURN void*
#include <unistd.h>
#ifdef _POSIX_THREADS
#include <pthread.h>
#elif GEKKO
#include <ogc/lwp_threads.h>
#else
#error unsupported platform (no pthreads?)
#endif
#endif
// Don't include common.h here as it will break LogManager
#include "CommonTypes.h"
#include <stdio.h>
#include <string.h>
// This may not be defined outside _WIN32
#ifndef _WIN32
#ifndef INFINITE
#define INFINITE 0xffffffff
#endif
#endif
// -----------------------------------------
#ifdef SETUP_TIMER_WAITING
// -----------------
typedef void (*EventCallBack)(void);
#endif
// ----------------------
///////////////////////////////////
namespace Common
{
class CriticalSection
{
#ifdef _WIN32
CRITICAL_SECTION section;
#else
#ifdef _POSIX_THREADS
pthread_mutex_t mutex;
#endif
#endif
public:
CriticalSection(int spincount = 1000);
~CriticalSection();
void Enter();
bool TryEnter();
void Leave();
};
#ifdef _WIN32
typedef DWORD (WINAPI * ThreadFunc)(void* arg);
#else
typedef void* (*ThreadFunc)(void* arg);
#endif
class Thread
{
public:
Thread(ThreadFunc entry, void* arg);
~Thread();
void SetAffinity(int mask);
static void SetCurrentThreadAffinity(int mask);
#ifdef _WIN32
void WaitForDeath(const int _Wait = INFINITE);
#else
void WaitForDeath();
#endif
private:
#ifdef _WIN32
HANDLE m_hThread;
DWORD m_threadId;
#else
#ifdef _POSIX_THREADS
pthread_t thread_id;
#endif
#endif
};
class Event
{
public:
Event();
void Init();
void Shutdown();
void Set();
void Wait();
#ifdef _WIN32
void MsgWait();
#else
void MsgWait() {Wait();}
#endif
#ifdef SETUP_TIMER_WAITING
bool TimerWait(EventCallBack WaitCB, int Id = 0, bool OptCondition = true);
bool DoneWait();
void SetTimer();
bool DoneWaiting;
bool StartWait;
int Id;
HANDLE hTimer;
HANDLE hTimerQueue;
#endif
private:
#ifdef _WIN32
HANDLE m_hEvent;
/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
So then we can just as well continue and hope for the best. I could try several times that
this works after a five second timeout (with works meaning that the game stopped and I could
start another game without any noticable problems). But several times it failed to, and ended
with a crash. But it's better than an infinite deadlock. */
static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
#else
bool is_set_;
#ifdef _POSIX_THREADS
pthread_cond_t event_;
pthread_mutex_t mutex_;
#endif
#endif
};
void InitThreading();
void SleepCurrentThread(int ms);
void SetCurrentThreadName(const char *name);
LONG SyncInterlockedExchangeAdd(LONG *Dest, LONG Val);
LONG SyncInterlockedExchange(LONG *Dest, LONG Val);
LONG SyncInterlockedIncrement(LONG *Dest);
} // namespace Common
#endif // _STRINGUTIL_H_