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jeanlemotan
2024-07-02 18:10:39 +02:00
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///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
#if defined(EA_PRAGMA_ONCE_SUPPORTED)
#pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result.
#endif
/////////////////////////////////////////////////////////////////////////////
// Functionality related to memory and code generation synchronization.
/////////////////////////////////////////////////////////////////////////////
#ifndef EATHREAD_X86_EATHREAD_SYNC_X86_H
#define EATHREAD_X86_EATHREAD_SYNC_X86_H
#ifndef INCLUDED_eabase_H
#include <EABase/eabase.h>
#endif
#if defined(EA_PROCESSOR_X86)
#define EA_THREAD_SYNC_IMPLEMENTED
// By default, we define EA_TARGET_SMP to be true. The reason for this is that most
// applications that users of this code are likely to write are going to be executables
// which run properly on any system, be it multiprocessing or not.
#ifndef EA_TARGET_SMP
#define EA_TARGET_SMP 1
#endif
// EAProcessorPause
// Intel has defined a 'pause' instruction for x86 processors starting with the P4, though this simply
// maps to the otherwise undocumented 'rep nop' instruction. This pause instruction is important for
// high performance spinning, as otherwise a high performance penalty incurs.
#if defined(EA_COMPILER_MSVC) || defined(EA_COMPILER_INTEL) || defined(EA_COMPILER_BORLAND)
// Year 2003+ versions of the Microsoft SDK define 'rep nop' as YieldProcessor and/or __yield or _mm_pause.
#define EAProcessorPause() __asm { rep nop }
#elif defined(EA_COMPILER_GNUC) || defined(EA_COMPILER_CLANG)
#define EAProcessorPause() __asm__ __volatile__ ("rep ; nop")
#else
// In this case we use an Intel-style asm statement. If this doesn't work for your compiler then
// there most likely is some way to make the `rep nop` inline asm statement.
#define EAProcessorPause() __asm { rep nop } // Alternatively: { __asm { _emit 0xf3 }; __asm { _emit 0x90 } }
#endif
// EAReadBarrier / EAWriteBarrier / EAReadWriteBarrier
// The x86 processor memory architecture ensures read and write consistency on both single and
// multi processing systems. This makes programming simpler but limits maximimum system performance.
// We define EAReadBarrier here to be the same as EACompilerMemory barrier in order to limit the
// compiler from making any assumptions at its level about memory usage. Year 2003+ versions of the
// Microsoft SDK define a 'MemoryBarrier' statement which has the same effect as EAReadWriteBarrier.
#if defined(__GNUC__) && (((__GNUC__ * 100) + __GNUC_MINOR__) >= 401) // GCC 4.1 or later
#define EAReadBarrier __sync_synchronize
#define EAWriteBarrier __sync_synchronize
#define EAReadWriteBarrier __sync_synchronize
#else
#define EAReadBarrier EACompilerMemoryBarrier
#define EAWriteBarrier EACompilerMemoryBarrier
#define EAReadWriteBarrier EACompilerMemoryBarrier
#endif
// EACompilerMemoryBarrier
#if (defined(EA_COMPILER_MSVC) && (EA_COMPILER_VERSION >= 1300) && defined(EA_PLATFORM_MICROSOFT)) || (defined(EA_COMPILER_INTEL) && (EA_COMPILER_VERSION >= 9999999)) // VC7+ or Intel (unknown version at this time)
extern "C" void _ReadWriteBarrier();
#pragma intrinsic(_ReadWriteBarrier)
#define EACompilerMemoryBarrier() _ReadWriteBarrier()
#elif defined(EA_COMPILER_GNUC)
#define EACompilerMemoryBarrier() __asm__ __volatile__ ("":::"memory")
#else
#define EACompilerMemoryBarrier() // Possibly `EAT_ASSERT(false)` here?
#endif
#endif // EA_PROCESSOR_X86
#endif // EATHREAD_X86_EATHREAD_SYNC_X86_H