This commit is contained in:
jeanlemotan
2024-07-02 18:10:39 +02:00
commit 48ab06b1d9
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///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
#include <EABase/eabase.h>
#include <eathread/eathread.h>
#include <eathread/eathread_thread.h>
#include <eathread/eathread_atomic.h>
#include <eathread/eathread_storage.h>
#include <sched.h>
#include <unistd.h>
#if defined(_YVALS)
#include <time.h>
#else
#include <sys/time.h>
#endif
#include <kernel.h>
#include <sceerror.h>
#include <sdk_version.h>
#include <cpuid.h>
#include <new>
#include <string.h>
namespace EA
{
namespace Thread
{
// Assertion variables.
EA::Thread::AssertionFailureFunction gpAssertionFailureFunction = NULL;
void* gpAssertionFailureContext = NULL;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// Variables required for ThreadSleep
//
// TLS var for quicker lookups to our thread's data so we may grab the thread local EAThreadTimerQueue
static EA_THREAD_LOCAL EAThreadDynamicData* tpThreadDynamicData = nullptr;
// In the event a non-EAThread requires a timer queue we may supply the global instance
static EAThreadTimerQueue gThreadTimerQueue;
////////////////////////////////////////////////////////////////////////////////////////////////////////
EA::Thread::ThreadId EA::Thread::GetThreadId()
{
// https://ps4.scedev.net/forums/thread/12697/
// https://ps4.scedev.net/forums/thread/53323/
//
// ScePthread scePthreadSelf() does not return a integral thread id value. Instead it returns a ScePthread structure
// with is actually a pointer to a pthread structure (eg. pthread*). On other Sony platforms, an API like
// scePthreadGetthreadid was available for this use case but this isn't the case on the PS4. The above scedev.net
// threads indicate that the request for an additiona API to retrieve the kernel threadid has been submitted to
// Sony. Until this feature is shipped in a future SDK update we use the following technique to get a scalar thread
// id value that matches the threadid presented in the PS4 debugger.
const EA::Thread::ThreadId currentThreadId = *reinterpret_cast<EA::Thread::ThreadId*>(scePthreadSelf());
return currentThreadId;
}
EA::Thread::ThreadId EA::Thread::GetThreadId(EA::Thread::SysThreadId id)
{
EAThreadDynamicData* const pTDD = EA::Thread::FindThreadDynamicData(id);
if(pTDD)
{
return pTDD->mThreadId;
}
return EA::Thread::kThreadIdInvalid;
}
int EA::Thread::GetThreadPriority()
{
int policy;
sched_param param;
SysThreadId currentThreadId = scePthreadSelf();
int result = scePthreadGetschedparam(currentThreadId, &policy, &param);
if(result == SCE_OK)
{
// Kettle pthreads uses a reversed interpretation of sched_get_priority_min and sched_get_priority_max.
return -1 * (param.sched_priority - SCE_KERNEL_PRIO_FIFO_DEFAULT);
}
return kThreadPriorityDefault;
}
bool EA::Thread::SetThreadPriority(int nPriority)
{
SysThreadId currentThreadId = scePthreadSelf();
int policy;
SceKernelSchedParam param;
int result = -1;
EAT_ASSERT(nPriority != kThreadPriorityUnknown);
result = scePthreadGetschedparam(currentThreadId, &policy, &param);
if(result == SCE_OK)
{
// Kettle pthreads uses a reversed interpretation of sched_get_priority_min and sched_get_priority_max.
const int nMin = SCE_KERNEL_PRIO_FIFO_HIGHEST;
const int nMax = SCE_KERNEL_PRIO_FIFO_LOWEST;
param.sched_priority = (SCE_KERNEL_PRIO_FIFO_DEFAULT + (-1 * nPriority));
// Clamp to min/max as appropriate for current scheduling policy
if(param.sched_priority < nMin)
param.sched_priority = nMin;
else if(param.sched_priority > nMax)
param.sched_priority = nMax;
result = scePthreadSetprio(currentThreadId, param.sched_priority);
}
return (result == SCE_OK);
}
void* EA::Thread::GetThreadStackBase()
{
void* pStackAddr = NULL;
int result;
ScePthreadAttr attr;
result = scePthreadAttrInit(&attr);
EAT_ASSERT(SCE_OK == result);
result = scePthreadAttrGet(scePthreadSelf(), &attr);
EAT_ASSERT(SCE_OK == result);
result = scePthreadAttrGetstackaddr(&attr, &pStackAddr);
EAT_ASSERT(SCE_OK == result);
result = scePthreadAttrDestroy(&attr);
EAT_ASSERT(SCE_OK == result);
EA_UNUSED(result);
return pStackAddr;
}
namespace
{
SceKernelCpumask GetSceKernelAllCpuMask()
{
#if (SCE_ORBIS_SDK_VERSION >= 0x03000000u)
return (EA::Thread::GetProcessorCount() == 6) ? SCE_KERNEL_CPUMASK_6CPU_ALL : SCE_KERNEL_CPUMASK_7CPU_ALL;
#else
nAffinityMask &= 0x3f;
#endif
}
}
void EA::Thread::SetThreadProcessor(int nProcessor)
{
SceKernelCpumask mask = GetSceKernelAllCpuMask();
if (nProcessor >= 0)
mask = (SceKernelCpumask)(1 << nProcessor);
int result = scePthreadSetaffinity(scePthreadSelf(), mask);
EA_UNUSED(result);
EAT_ASSERT(SCE_OK == result);
}
int EA::Thread::GetThreadProcessor()
{
return sceKernelGetCurrentCpu();
}
EATHREADLIB_API void EA::Thread::SetThreadAffinityMask(const EA::Thread::ThreadId& id, ThreadAffinityMask nAffinityMask)
{
// Update the affinity mask in the thread dynamic data cache.
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if(pTDD)
{
pTDD->mnThreadAffinityMask = nAffinityMask;
}
#if EATHREAD_THREAD_AFFINITY_MASK_SUPPORTED
nAffinityMask &= GetSceKernelAllCpuMask();
int res = scePthreadSetaffinity(GetSysThreadId(id), static_cast<SceKernelCpumask>(nAffinityMask));
EAT_ASSERT(SCE_OK == res);
EA_UNUSED(res);
#endif
}
EATHREADLIB_API EA::Thread::ThreadAffinityMask EA::Thread::GetThreadAffinityMask(const EA::Thread::ThreadId& id)
{
// Update the affinity mask in the thread dynamic data cache.
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if(pTDD)
{
return pTDD->mnThreadAffinityMask;
}
return kThreadAffinityMaskAny;
}
namespace Internal
{
void SetThreadName(EAThreadDynamicData* pTDD)
{
if(pTDD)
{
EAT_COMPILETIME_ASSERT(EATHREAD_NAME_SIZE == 32); // New name (up to 32 bytes including the NULL terminator), or NULL due to Sony OS constraint
char buf[EATHREAD_NAME_SIZE];
snprintf(buf, sizeof(buf), "%s", pTDD->mName);
buf[EATHREAD_NAME_SIZE - 1] = 0;
auto sceResult = scePthreadRename(pTDD->mSysThreadId, buf);
EA_UNUSED(sceResult);
EAT_ASSERT(SCE_OK == sceResult);
}
}
};
EATHREADLIB_API void EA::Thread::SetThreadName(const char* pName) { SetThreadName(GetThreadId(), pName); }
EATHREADLIB_API const char* EA::Thread::GetThreadName() { return GetThreadName(GetThreadId()); }
EATHREADLIB_API void EA::Thread::SetThreadName(const EA::Thread::ThreadId& id, const char* pName)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if (pTDD)
{
strncpy(pTDD->mName, pName, EATHREAD_NAME_SIZE);
pTDD->mName[EATHREAD_NAME_SIZE - 1] = 0;
Internal::SetThreadName(pTDD);
}
}
EATHREADLIB_API const char* EA::Thread::GetThreadName(const EA::Thread::ThreadId& id)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
return pTDD ? pTDD->mName : "";
}
int EA::Thread::GetProcessorCount()
{
#if (SCE_ORBIS_SDK_VERSION >= 0x03000000u)
return sceKernelGetCpumode() == SCE_KERNEL_CPUMODE_6CPU ? 6 : 7;
#else
return 6;
#endif
}
void EA::Thread::ThreadSleep(const ThreadTime& timeRelative)
{
if(timeRelative == kTimeoutImmediate)
{
scePthreadYield();
}
else
{
SceKernelTimespec ts;
static const double MILLISECONDS_TO_NANOSECONDS = 1000000.0;
static const uint64_t SECONDS_TO_NANOSECONDS = 1000000000;
// make sure we compute this with doubles then uint64_t or we will run out of bits precision
uint64_t timeNanoSeconds = (uint64_t)(MILLISECONDS_TO_NANOSECONDS * timeRelative);
ts.tv_sec = timeNanoSeconds / SECONDS_TO_NANOSECONDS;
ts.tv_nsec = static_cast<long>(timeNanoSeconds % SECONDS_TO_NANOSECONDS); // converting from milliseconds to nanoseconds.
// Determine which TimerQueue to use. Timer Queues are used to allow for higher resolution sleeps
EAThreadTimerQueue* pThreadTimerQueue = nullptr;
if (EA_UNLIKELY(tpThreadDynamicData == nullptr))
{
// This is either the first time an EAThread thread has called ThreadSleep or we are calling ThreadSleep
// from a non-eathread function. Find the ThreadDynamicData which houses the TimerQueue and if not present (we are
// using a non-eathread) grab the global instance instead.
tpThreadDynamicData = EA::Thread::FindThreadDynamicData(EA::Thread::GetThreadId());
if (tpThreadDynamicData)
{
pThreadTimerQueue = &tpThreadDynamicData->mThreadTimerQueue;
}
else
{
pThreadTimerQueue = &gThreadTimerQueue;
}
}
else
{
pThreadTimerQueue = &tpThreadDynamicData->mThreadTimerQueue;
}
// Timer queues may only accept sleep values between 100 microseconds and while we guarantee pThreadTimerQueue will
// not be null, we must ensure it has been enabled since it may fail in two uncommon ways:
// 1. The underlying Sony Queue failed to initialize (such as too many queues currently being created)
// 2. This function (ThreadSleep) is called during static initialization and due to static initialization order
// we haven't had a chance to initialize the global static EAThreadTimerQueue instance
if (EA_LIKELY((timeNanoSeconds < (SECONDS_TO_NANOSECONDS * 100)) && pThreadTimerQueue->mbEnabled))
{
const long kMinTimeForTimerEventNanoSeconds = 100000; // 100 microseconds represented in nanoseconds
ts.tv_nsec = EA_UNLIKELY((ts.tv_nsec < kMinTimeForTimerEventNanoSeconds) && (ts.tv_sec != 0)) ?
kMinTimeForTimerEventNanoSeconds : ts.tv_nsec;
// it's ok to submit negative ids to the queue in the event that mCurrentId wraps around
int result = sceKernelAddHRTimerEvent(pThreadTimerQueue->mTimerEventQueue, (int)pThreadTimerQueue->mCurrentId++, &ts, nullptr);
EA_UNUSED(result);
EAT_ASSERT_FORMATTED(result == SCE_OK, "sceKernelAddHRTimerEvent returned an error (0x%08x)", result);
int out;
SceKernelEvent ev;
result = sceKernelWaitEqueue(pThreadTimerQueue->mTimerEventQueue, &ev, 1, &out, nullptr);
EAT_ASSERT_FORMATTED(result == SCE_OK, "sceKernelWaitEqueue returned an error (0x%08x)", result);
}
else
{
int result = sceKernelNanosleep(&ts, 0);
EA_UNUSED(result);
EAT_ASSERT_MSG(result == SCE_OK, "sceKernelNanosleep returned an error");
}
}
}
namespace EA
{
namespace Thread
{
EAThreadDynamicData* FindThreadDynamicData(ThreadId threadId);
}
}
void EA::Thread::ThreadEnd(intptr_t threadReturnValue)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(GetThreadId());
if(pTDD)
{
pTDD->mnStatus = Thread::kStatusEnded;
pTDD->mnReturnValue = threadReturnValue;
pTDD->mRunMutex.Unlock();
pTDD->Release();
}
scePthreadExit((void*)threadReturnValue);
}
EA::Thread::ThreadTime EA::Thread::GetThreadTime()
{
SceKernelTimespec ts;
sceKernelClockGettime(SCE_KERNEL_CLOCK_MONOTONIC, &ts);
ThreadTime ret = EA_TIMESPEC_AS_DOUBLE_IN_MS(ts);
return ret;
}
void EA::Thread::SetAssertionFailureFunction(EA::Thread::AssertionFailureFunction pAssertionFailureFunction, void* pContext)
{
gpAssertionFailureFunction = pAssertionFailureFunction;
gpAssertionFailureContext = pContext;
}
void EA::Thread::AssertionFailure(const char* pExpression)
{
if(gpAssertionFailureFunction)
gpAssertionFailureFunction(pExpression, gpAssertionFailureContext);
else
{
#if EAT_ASSERT_ENABLED
// Todo.
#endif
}
}
EA::Thread::SysThreadId EA::Thread::GetSysThreadId(EA::Thread::ThreadId id)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if (pTDD)
{
return pTDD->mSysThreadId;
}
return kSysThreadIdInvalid;
}
EA::Thread::SysThreadId EA::Thread::GetSysThreadId()
{
return scePthreadSelf();
}