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