bsnes/nall/thread.hpp
Tim Allen 83f684c66c Update to v094r29 release.
byuu says:

Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.

This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.

I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.

With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.

I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.

I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.

It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)

Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 23:31:49 +10:00

141 lines
3.2 KiB
C++

#ifndef NALL_THREAD_HPP
#define NALL_THREAD_HPP
//simple thread library
//primary rationale is that std::thread does not support custom stack sizes
//this is highly critical in certain applications such as threaded web servers
//an added bonus is that it avoids licensing issues on Windows
//win32-pthreads (needed for std::thread) is licensed under the GPL only
#include <nall/platform.hpp>
#include <nall/function.hpp>
#include <nall/intrinsics.hpp>
#if defined(API_POSIX)
#include <pthread.h>
namespace nall {
struct thread {
inline auto join() -> void;
static inline auto create(const function<void (uintptr_t)>& callback, uintptr_t parameter = 0, unsigned stacksize = 0) -> thread;
static inline auto detach() -> void;
static inline auto exit() -> void;
struct context {
function<void (uintptr_t)> callback;
uintptr_t parameter = 0;
};
private:
pthread_t handle;
};
inline auto _threadCallback(void* parameter) -> void* {
auto context = (thread::context*)parameter;
context->callback(context->parameter);
delete context;
return nullptr;
}
auto thread::join() -> void {
pthread_join(handle, nullptr);
}
auto thread::create(const function<void (uintptr_t)>& callback, uintptr_t parameter, unsigned stacksize) -> thread {
thread instance;
auto context = new thread::context;
context->callback = callback;
context->parameter = parameter;
pthread_attr_t attr;
pthread_attr_init(&attr);
if(stacksize) pthread_attr_setstacksize(&attr, max(PTHREAD_STACK_MIN, stacksize));
pthread_create(&instance.handle, &attr, _threadCallback, (void*)context);
return instance;
}
auto thread::detach() -> void {
pthread_detach(pthread_self());
}
auto thread::exit() -> void {
pthread_exit(nullptr);
}
}
#elif defined(API_WINDOWS)
namespace nall {
struct thread {
inline ~thread();
inline auto join() -> void;
static inline auto create(const function<void (uintptr_t)>& callback, uintptr_t parameter = 0, unsigned stacksize = 0) -> thread;
static inline auto detach() -> void;
static inline auto exit() -> void;
struct context {
function<void (uintptr_t)> callback;
uintptr_t parameter = 0;
};
private:
HANDLE handle = 0;
};
inline auto WINAPI _threadCallback(void* parameter) -> DWORD {
auto context = (thread::context*)parameter;
context->callback(context->parameter);
delete context;
return 0;
}
thread::~thread() {
if(handle) {
CloseHandle(handle);
handle = 0;
}
}
auto thread::join() -> void {
if(handle) {
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
handle = 0;
}
}
auto thread::create(const function<void (uintptr_t)>& callback, uintptr_t parameter, unsigned stacksize) -> thread {
thread instance;
auto context = new thread::context;
context->callback = callback;
context->parameter = parameter;
instance.handle = CreateThread(nullptr, stacksize, _threadCallback, (void*)context, 0, nullptr);
return instance;
}
auto thread::detach() -> void {
//Windows threads do not use this concept:
//~thread() frees resources via CloseHandle()
//thread continues to run even after handle is closed
}
auto thread::exit() -> void {
ExitThread(0);
}
}
#endif
#endif