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