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