yuzu-fork/src/common/thread.h

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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.
#pragma once
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#include <chrono>
#include <condition_variable>
#include <cstddef>
#include <mutex>
#include <thread>
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#include "common/common_types.h"
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namespace Common {
int CurrentThreadId();
void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask);
void SetCurrentThreadAffinity(u32 mask);
class Event {
public:
Event() : is_set(false) {}
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void Set() {
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std::lock_guard<std::mutex> lk(mutex);
if (!is_set) {
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is_set = true;
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condvar.notify_one();
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}
}
void Wait() {
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std::unique_lock<std::mutex> lk(mutex);
condvar.wait(lk, [&] { return is_set; });
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is_set = false;
}
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template <class Clock, class Duration>
bool WaitUntil(const std::chrono::time_point<Clock, Duration>& time) {
std::unique_lock<std::mutex> lk(mutex);
if (!condvar.wait_until(lk, time, [this] { return is_set; }))
return false;
is_set = false;
return true;
}
void Reset() {
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std::unique_lock<std::mutex> lk(mutex);
// no other action required, since wait loops on the predicate and any lingering signal will
// get cleared on the first iteration
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is_set = false;
}
private:
bool is_set;
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std::condition_variable condvar;
std::mutex mutex;
};
class Barrier {
public:
explicit Barrier(size_t count_) : count(count_), waiting(0), generation(0) {}
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/// Blocks until all "count" threads have called Sync()
void Sync() {
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std::unique_lock<std::mutex> lk(mutex);
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const size_t current_generation = generation;
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if (++waiting == count) {
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generation++;
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waiting = 0;
condvar.notify_all();
} else {
condvar.wait(lk,
[this, current_generation] { return current_generation != generation; });
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}
}
private:
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std::condition_variable condvar;
std::mutex mutex;
const size_t count;
size_t waiting;
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size_t generation; // Incremented once each time the barrier is used
};
void SleepCurrentThread(int ms);
void SwitchCurrentThread(); // On Linux, this is equal to sleep 1ms
// Use this function during a spin-wait to make the current thread
// relax while another thread is working. This may be more efficient
// than using events because event functions use kernel calls.
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inline void YieldCPU() {
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std::this_thread::yield();
}
void SetCurrentThreadName(const char* name);
} // namespace Common