Zelda64Recomp/ultramodern/threads.cpp

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#include <cstdio>
#include <thread>
#include <cassert>
#include <string>
#include "ultra64.h"
#include "ultramodern.hpp"
#include "blockingconcurrentqueue.h"
// Native APIs only used to set thread names for easier debugging
#ifdef _WIN32
#include <Windows.h>
#endif
extern "C" void bootproc();
thread_local bool is_main_thread = false;
// Whether this thread is part of the game (i.e. the start thread or one spawned by osCreateThread)
thread_local bool is_game_thread = false;
thread_local PTR(OSThread) thread_self = NULLPTR;
void ultramodern::set_main_thread() {
::is_game_thread = true;
is_main_thread = true;
}
bool ultramodern::is_game_thread() {
return ::is_game_thread;
}
#if 0
int main(int argc, char** argv) {
ultramodern::set_main_thread();
bootproc();
}
#endif
#if 1
void run_thread_function(uint8_t* rdram, uint64_t addr, uint64_t sp, uint64_t arg);
#else
#define run_thread_function(func, sp, arg) func(arg)
#endif
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#if defined(_WIN32)
void ultramodern::set_native_thread_name(const std::string& name) {
std::wstring wname{name.begin(), name.end()};
HRESULT r;
r = SetThreadDescription(
GetCurrentThread(),
wname.c_str()
);
}
void ultramodern::set_native_thread_priority(ThreadPriority pri) {
int nPriority = THREAD_PRIORITY_NORMAL;
// Convert ThreadPriority to Win32 priority
switch (pri) {
case ThreadPriority::Low:
nPriority = THREAD_PRIORITY_BELOW_NORMAL;
break;
case ThreadPriority::Normal:
nPriority = THREAD_PRIORITY_NORMAL;
break;
case ThreadPriority::High:
nPriority = THREAD_PRIORITY_ABOVE_NORMAL;
break;
case ThreadPriority::VeryHigh:
nPriority = THREAD_PRIORITY_HIGHEST;
break;
case ThreadPriority::Critical:
nPriority = THREAD_PRIORITY_TIME_CRITICAL;
break;
default:
throw std::runtime_error("Invalid thread priority!");
break;
}
// SetThreadPriority(GetCurrentThread(), nPriority);
}
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#elif defined(__linux__)
void ultramodern::set_native_thread_name(const std::string& name) {
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pthread_setname_np(pthread_self(), name.c_str());
}
void ultramodern::set_native_thread_priority(ThreadPriority pri) {
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// TODO linux thread priority
printf("set_native_thread_priority unimplemented\n");
// int nPriority = THREAD_PRIORITY_NORMAL;
// // Convert ThreadPriority to Win32 priority
// switch (pri) {
// case ThreadPriority::Low:
// nPriority = THREAD_PRIORITY_BELOW_NORMAL;
// break;
// case ThreadPriority::Normal:
// nPriority = THREAD_PRIORITY_NORMAL;
// break;
// case ThreadPriority::High:
// nPriority = THREAD_PRIORITY_ABOVE_NORMAL;
// break;
// case ThreadPriority::VeryHigh:
// nPriority = THREAD_PRIORITY_HIGHEST;
// break;
// case ThreadPriority::Critical:
// nPriority = THREAD_PRIORITY_TIME_CRITICAL;
// break;
// default:
// throw std::runtime_error("Invalid thread priority!");
// break;
// }
}
#endif
std::atomic_int temporary_threads = 0;
std::atomic_int permanent_threads = 0;
static void _thread_func(RDRAM_ARG PTR(OSThread) self_, PTR(thread_func_t) entrypoint, PTR(void) arg) {
OSThread *self = TO_PTR(OSThread, self_);
debug_printf("[Thread] Thread created: %d\n", self->id);
thread_self = self_;
is_game_thread = true;
// Set the thread name
ultramodern::set_native_thread_name("Game Thread " + std::to_string(self->id));
ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::High);
// TODO fix these being hardcoded (this is only used for quicksaving)
if ((self->id == 2 && self->priority == 5) || self->id == 13) { // slowly, flashrom
temporary_threads.fetch_add(1);
}
else if (self->id != 1 && self->id != 2) { // ignore idle and fault
permanent_threads.fetch_add(1);
}
// Signal the initialized semaphore to indicate that this thread can be started.
self->context->initialized.signal();
debug_printf("[Thread] Thread waiting to be started: %d\n", self->id);
// Wait until the thread is marked as running.
ultramodern::wait_for_resumed(PASS_RDRAM1);
debug_printf("[Thread] Thread started: %d\n", self->id);
try {
// Run the thread's function with the provided argument.
run_thread_function(PASS_RDRAM entrypoint, self->sp, arg);
// The thread function terminated normally, so mark this thread as destroyed and run the next thread.
self->destroyed = true;
ultramodern::run_next_thread(PASS_RDRAM1);
} catch (ultramodern::thread_terminated& terminated) {
}
// Dispose of this thread after it completes and run the next queued thread.
ultramodern::cleanup_thread(self);
// TODO fix these being hardcoded (this is only used for quicksaving)
if ((self->id == 2 && self->priority == 5) || self->id == 13) { // slowly, flashrom
temporary_threads.fetch_sub(1);
}
}
uint32_t ultramodern::permanent_thread_count() {
return permanent_threads.load();
}
uint32_t ultramodern::temporary_thread_count() {
return temporary_threads.load();
}
extern "C" void osStartThread(RDRAM_ARG PTR(OSThread) t_) {
OSThread* t = TO_PTR(OSThread, t_);
debug_printf("[os] Start Thread %d\n", t->id);
// Wait until the thread is initialized to indicate that it's ready to be started.
t->context->initialized.wait();
debug_printf("[os] Thread %d is ready to be started\n", t->id);
// If this is a game thread, insert the new thread into the running queue and then check the running queue.
if (thread_self) {
ultramodern::schedule_running_thread(PASS_RDRAM t_);
ultramodern::check_running_queue(PASS_RDRAM1);
}
// Otherwise, immediately start the thread and terminate this one.
else {
t->state = OSThreadState::QUEUED;
ultramodern::resume_thread(t);
//throw ultramodern::thread_terminated{};
}
}
extern "C" void osCreateThread(RDRAM_ARG PTR(OSThread) t_, OSId id, PTR(thread_func_t) entrypoint, PTR(void) arg, PTR(void) sp, OSPri pri) {
debug_printf("[os] Create Thread %d\n", id);
OSThread *t = TO_PTR(OSThread, t_);
t->next = NULLPTR;
t->queue = NULLPTR;
t->priority = pri;
t->id = id;
t->state = OSThreadState::STOPPED;
t->sp = sp - 0x10; // Set up the first stack frame
t->destroyed = false;
// Spawn a new thread, which will immediately pause itself and wait until it's been started.
t->context = new UltraThreadContext{};
t->context->host_thread = std::thread{_thread_func, PASS_RDRAM t_, entrypoint, arg};
}
extern "C" void osStopThread(RDRAM_ARG PTR(OSThread) t_) {
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assert(false);
}
extern "C" void osDestroyThread(RDRAM_ARG PTR(OSThread) t_) {
if (t_ == NULLPTR) {
t_ = thread_self;
}
OSThread* t = TO_PTR(OSThread, t_);
// Check if the thread is destroying itself (arg is null or thread_self)
if (t_ == thread_self) {
// Check if the thread was destroyed by another thread. If it wasn't, then this thread destroyed itself and a new thread
// needs to be run.
if (!t->destroyed) {
t->destroyed = true;
ultramodern::run_next_thread(PASS_RDRAM1);
}
throw ultramodern::thread_terminated{};
}
// Otherwise if the thread isn't stopped, remove it from its currrent queue.,
if (t->state != OSThreadState::STOPPED) {
ultramodern::thread_queue_remove(PASS_RDRAM t->queue, t_);
}
// Check if the thread has already been destroyed to prevent destroying it again.
if (!t->destroyed) {
// Mark the target thread as destroyed and resume it. When it starts it'll check this and terminate itself instead of resuming.
t->destroyed = true;
t->context->running.signal();
}
}
extern "C" void osSetThreadPri(RDRAM_ARG PTR(OSThread) t_, OSPri pri) {
if (t_ == NULLPTR) {
t_ = thread_self;
}
OSThread* t = TO_PTR(OSThread, t_);
if (t->priority != pri) {
t->priority = pri;
if (t_ != ultramodern::this_thread() && t->state != OSThreadState::STOPPED) {
ultramodern::thread_queue_remove(PASS_RDRAM t->queue, t_);
ultramodern::thread_queue_insert(PASS_RDRAM t->queue, t_);
}
ultramodern::check_running_queue(PASS_RDRAM1);
}
}
extern "C" OSPri osGetThreadPri(RDRAM_ARG PTR(OSThread) t) {
if (t == NULLPTR) {
t = thread_self;
}
return TO_PTR(OSThread, t)->priority;
}
extern "C" OSId osGetThreadId(RDRAM_ARG PTR(OSThread) t) {
if (t == NULLPTR) {
t = thread_self;
}
return TO_PTR(OSThread, t)->id;
}
PTR(OSThread) ultramodern::this_thread() {
return thread_self;
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}
static std::thread thread_cleaner_thread;
static moodycamel::BlockingConcurrentQueue<OSThread*> deleted_threads{};
extern std::atomic_bool exited;
void thread_cleaner_func() {
using namespace std::chrono_literals;
while (!exited) {
OSThread* to_delete;
if (deleted_threads.wait_dequeue_timed(to_delete, 10ms)) {
printf("Deleting thread %d\n", to_delete->id);
UltraThreadContext* cur_context = to_delete->context;
to_delete->context = nullptr;
cur_context->host_thread.join();
delete cur_context;
}
}
}
void ultramodern::init_thread_cleanup() {
thread_cleaner_thread = std::thread{thread_cleaner_func};
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}
void ultramodern::cleanup_thread(OSThread *t) {
deleted_threads.enqueue(t);
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}
void ultramodern::join_thread_cleaner_thread() {
thread_cleaner_thread.join();
}