mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-18 12:41:51 +00:00
272 lines
8.2 KiB
C++
272 lines
8.2 KiB
C++
#include <cstdio>
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#include <thread>
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#include <cassert>
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#include <string>
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#include "ultra64.h"
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#include "ultramodern.hpp"
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// Native APIs only used to set thread names for easier debugging
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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extern "C" void bootproc();
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thread_local bool is_main_thread = false;
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// Whether this thread is part of the game (i.e. the start thread or one spawned by osCreateThread)
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thread_local bool is_game_thread = false;
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thread_local PTR(OSThread) thread_self = NULLPTR;
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void ultramodern::set_main_thread() {
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::is_game_thread = true;
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is_main_thread = true;
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}
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bool ultramodern::is_game_thread() {
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return ::is_game_thread;
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}
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#if 0
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int main(int argc, char** argv) {
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ultramodern::set_main_thread();
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bootproc();
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}
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#endif
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#if 1
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void run_thread_function(uint8_t* rdram, uint64_t addr, uint64_t sp, uint64_t arg);
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#else
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#define run_thread_function(func, sp, arg) func(arg)
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#endif
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struct thread_terminated : std::exception {};
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#if defined(_WIN32)
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void ultramodern::set_native_thread_name(const std::string& name) {
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std::wstring wname{name.begin(), name.end()};
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HRESULT r;
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r = SetThreadDescription(
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GetCurrentThread(),
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wname.c_str()
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);
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}
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void ultramodern::set_native_thread_priority(ThreadPriority pri) {
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int nPriority = THREAD_PRIORITY_NORMAL;
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// Convert ThreadPriority to Win32 priority
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switch (pri) {
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case ThreadPriority::Low:
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nPriority = THREAD_PRIORITY_BELOW_NORMAL;
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break;
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case ThreadPriority::Normal:
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nPriority = THREAD_PRIORITY_NORMAL;
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break;
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case ThreadPriority::High:
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nPriority = THREAD_PRIORITY_ABOVE_NORMAL;
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break;
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case ThreadPriority::VeryHigh:
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nPriority = THREAD_PRIORITY_HIGHEST;
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break;
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case ThreadPriority::Critical:
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nPriority = THREAD_PRIORITY_TIME_CRITICAL;
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break;
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default:
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throw std::runtime_error("Invalid thread priority!");
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break;
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}
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// SetThreadPriority(GetCurrentThread(), nPriority);
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}
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#elif defined(__linux__)
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void ultramodern::set_native_thread_name(const std::string& name) {
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pthread_setname_np(pthread_self(), name.c_str());
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}
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void ultramodern::set_native_thread_priority(ThreadPriority pri) {
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// TODO linux thread priority
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printf("set_native_thread_priority unimplemented\n");
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// int nPriority = THREAD_PRIORITY_NORMAL;
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// // Convert ThreadPriority to Win32 priority
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// switch (pri) {
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// case ThreadPriority::Low:
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// nPriority = THREAD_PRIORITY_BELOW_NORMAL;
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// break;
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// case ThreadPriority::Normal:
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// nPriority = THREAD_PRIORITY_NORMAL;
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// break;
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// case ThreadPriority::High:
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// nPriority = THREAD_PRIORITY_ABOVE_NORMAL;
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// break;
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// case ThreadPriority::VeryHigh:
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// nPriority = THREAD_PRIORITY_HIGHEST;
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// break;
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// case ThreadPriority::Critical:
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// nPriority = THREAD_PRIORITY_TIME_CRITICAL;
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// break;
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// default:
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// throw std::runtime_error("Invalid thread priority!");
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// break;
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// }
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}
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#endif
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static void _thread_func(RDRAM_ARG PTR(OSThread) self_, PTR(thread_func_t) entrypoint, PTR(void) arg) {
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OSThread *self = TO_PTR(OSThread, self_);
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debug_printf("[Thread] Thread created: %d\n", self->id);
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thread_self = self_;
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is_game_thread = true;
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// Set the thread name
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ultramodern::set_native_thread_name("Game Thread " + std::to_string(self->id));
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ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::High);
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// Set initialized to false to indicate that this thread can be started.
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self->context->initialized.store(true);
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self->context->initialized.notify_all();
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debug_printf("[Thread] Thread waiting to be started: %d\n", self->id);
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// Wait until the thread is marked as running.
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ultramodern::set_self_paused(PASS_RDRAM1);
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ultramodern::wait_for_resumed(PASS_RDRAM1);
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debug_printf("[Thread] Thread started: %d\n", self->id);
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try {
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// Run the thread's function with the provided argument.
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run_thread_function(PASS_RDRAM entrypoint, self->sp, arg);
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} catch (thread_terminated& terminated) {
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}
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// Dispose of this thread after it completes.
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ultramodern::cleanup_thread(self);
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}
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extern "C" void osStartThread(RDRAM_ARG PTR(OSThread) t_) {
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OSThread* t = TO_PTR(OSThread, t_);
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debug_printf("[os] Start Thread %d\n", t->id);
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// Wait until the thread is initialized to indicate that it's action_queued to be started.
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t->context->initialized.wait(false);
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debug_printf("[os] Thread %d is ready to be started\n", t->id);
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if (thread_self && (t->priority > TO_PTR(OSThread, thread_self)->priority)) {
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ultramodern::swap_to_thread(PASS_RDRAM t);
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} else {
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ultramodern::schedule_running_thread(t);
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}
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}
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extern "C" void osCreateThread(RDRAM_ARG PTR(OSThread) t_, OSId id, PTR(thread_func_t) entrypoint, PTR(void) arg, PTR(void) sp, OSPri pri) {
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debug_printf("[os] Create Thread %d\n", id);
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OSThread *t = TO_PTR(OSThread, t_);
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t->next = NULLPTR;
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t->priority = pri;
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t->id = id;
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t->state = OSThreadState::PAUSED;
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t->sp = sp - 0x10; // Set up the first stack frame
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t->destroyed = false;
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// Spawn a new thread, which will immediately pause itself and wait until it's been started.
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t->context = new UltraThreadContext{};
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t->context->initialized.store(false);
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t->context->running.store(false);
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t->context->host_thread = std::thread{_thread_func, PASS_RDRAM t_, entrypoint, arg};
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}
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extern "C" void osStopThread(RDRAM_ARG PTR(OSThread) t_) {
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assert(false);
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}
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extern "C" void osDestroyThread(RDRAM_ARG PTR(OSThread) t_) {
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// Check if the thread is destroying itself (arg is null or thread_self)
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if (t_ == NULLPTR || t_ == thread_self) {
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throw thread_terminated{};
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}
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// Otherwise, mark the target thread as destroyed. Next time it reaches a stopping point,
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// it'll check this and terminate itself instead of pausing.
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else {
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OSThread* t = TO_PTR(OSThread, t_);
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t->destroyed = true;
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}
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}
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extern "C" void osSetThreadPri(RDRAM_ARG PTR(OSThread) t, OSPri pri) {
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if (t == NULLPTR) {
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t = thread_self;
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}
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bool pause_self = false;
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if (pri > TO_PTR(OSThread, thread_self)->priority) {
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pause_self = true;
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ultramodern::set_self_paused(PASS_RDRAM1);
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} else if (t == thread_self && pri < TO_PTR(OSThread, thread_self)->priority) {
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pause_self = true;
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ultramodern::set_self_paused(PASS_RDRAM1);
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}
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ultramodern::reprioritize_thread(TO_PTR(OSThread, t), pri);
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if (pause_self) {
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ultramodern::wait_for_resumed(PASS_RDRAM1);
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}
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}
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extern "C" OSPri osGetThreadPri(RDRAM_ARG PTR(OSThread) t) {
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if (t == NULLPTR) {
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t = thread_self;
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}
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return TO_PTR(OSThread, t)->priority;
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}
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extern "C" OSId osGetThreadId(RDRAM_ARG PTR(OSThread) t) {
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if (t == NULLPTR) {
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t = thread_self;
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}
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return TO_PTR(OSThread, t)->id;
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}
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// TODO yield thread, need a stable priority queue in the scheduler
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void ultramodern::set_self_paused(RDRAM_ARG1) {
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debug_printf("[Thread] Thread pausing itself: %d\n", TO_PTR(OSThread, thread_self)->id);
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TO_PTR(OSThread, thread_self)->state = OSThreadState::PAUSED;
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TO_PTR(OSThread, thread_self)->context->running.store(false);
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TO_PTR(OSThread, thread_self)->context->running.notify_all();
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}
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void check_destroyed(OSThread* t) {
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if (t->destroyed) {
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throw thread_terminated{};
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}
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}
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void ultramodern::wait_for_resumed(RDRAM_ARG1) {
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check_destroyed(TO_PTR(OSThread, thread_self));
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TO_PTR(OSThread, thread_self)->context->running.wait(false);
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check_destroyed(TO_PTR(OSThread, thread_self));
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}
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void ultramodern::pause_thread_impl(OSThread* t) {
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t->state = OSThreadState::PREEMPTED;
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t->context->running.store(false);
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t->context->running.notify_all();
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}
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void ultramodern::resume_thread_impl(OSThread *t) {
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if (t->state == OSThreadState::PREEMPTED) {
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// Nothing to do here
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}
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t->state = OSThreadState::RUNNING;
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t->context->running.store(true);
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t->context->running.notify_all();
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}
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PTR(OSThread) ultramodern::this_thread() {
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return thread_self;
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}
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