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byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
138 lines
3.1 KiB
C++
138 lines
3.1 KiB
C++
#pragma once
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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, uint 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<auto (uintptr_t) -> void> 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, uint 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, uint 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<auto (uintptr_t) -> void> 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, uint 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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