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https://git.suyu.dev/suyu/suyu
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c5d41fd812
In some cases, our callbacks were using s64 as a parameter, and in other cases, they were using an int, which is inconsistent. To make all callbacks consistent, we can just use an s64 as the type for late cycles, given it gets rid of the need to cast internally. While we're at it, also resolve some signed/unsigned conversions that were occurring related to the callback registration.
156 lines
5.7 KiB
C++
156 lines
5.7 KiB
C++
// Copyright 2008 Dolphin Emulator Project / 2017 Citra Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <chrono>
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#include <functional>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "common/common_types.h"
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#include "common/threadsafe_queue.h"
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namespace Core::Timing {
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/// A callback that may be scheduled for a particular core timing event.
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using TimedCallback = std::function<void(u64 userdata, s64 cycles_late)>;
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/// Contains the characteristics of a particular event.
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struct EventType {
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/// The event's callback function.
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TimedCallback callback;
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/// A pointer to the name of the event.
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const std::string* name;
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};
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/**
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* This is a system to schedule events into the emulated machine's future. Time is measured
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* in main CPU clock cycles.
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*
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* To schedule an event, you first have to register its type. This is where you pass in the
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* callback. You then schedule events using the type id you get back.
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*
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* The int cyclesLate that the callbacks get is how many cycles late it was.
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* So to schedule a new event on a regular basis:
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* inside callback:
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* ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
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*/
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class CoreTiming {
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public:
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CoreTiming();
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~CoreTiming();
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CoreTiming(const CoreTiming&) = delete;
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CoreTiming(CoreTiming&&) = delete;
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CoreTiming& operator=(const CoreTiming&) = delete;
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CoreTiming& operator=(CoreTiming&&) = delete;
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/// CoreTiming begins at the boundary of timing slice -1. An initial call to Advance() is
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/// required to end slice - 1 and start slice 0 before the first cycle of code is executed.
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void Initialize();
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/// Tears down all timing related functionality.
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void Shutdown();
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/// Registers a core timing event with the given name and callback.
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///
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/// @param name The name of the core timing event to register.
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/// @param callback The callback to execute for the event.
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///
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/// @returns An EventType instance representing the registered event.
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///
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/// @pre The name of the event being registered must be unique among all
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/// registered events.
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///
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EventType* RegisterEvent(const std::string& name, TimedCallback callback);
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/// Unregisters all registered events thus far.
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void UnregisterAllEvents();
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/// After the first Advance, the slice lengths and the downcount will be reduced whenever an
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/// event is scheduled earlier than the current values.
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///
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/// Scheduling from a callback will not update the downcount until the Advance() completes.
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void ScheduleEvent(s64 cycles_into_future, const EventType* event_type, u64 userdata = 0);
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/// This is to be called when outside of hle threads, such as the graphics thread, wants to
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/// schedule things to be executed on the main thread.
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///
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/// @note This doesn't change slice_length and thus events scheduled by this might be
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/// called with a delay of up to MAX_SLICE_LENGTH
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void ScheduleEventThreadsafe(s64 cycles_into_future, const EventType* event_type,
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u64 userdata = 0);
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void UnscheduleEvent(const EventType* event_type, u64 userdata);
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void UnscheduleEventThreadsafe(const EventType* event_type, u64 userdata);
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/// We only permit one event of each type in the queue at a time.
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void RemoveEvent(const EventType* event_type);
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void RemoveNormalAndThreadsafeEvent(const EventType* event_type);
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void ForceExceptionCheck(s64 cycles);
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/// This should only be called from the emu thread, if you are calling it any other thread,
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/// you are doing something evil
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u64 GetTicks() const;
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u64 GetIdleTicks() const;
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void AddTicks(u64 ticks);
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/// Advance must be called at the beginning of dispatcher loops, not the end. Advance() ends
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/// the previous timing slice and begins the next one, you must Advance from the previous
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/// slice to the current one before executing any cycles. CoreTiming starts in slice -1 so an
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/// Advance() is required to initialize the slice length before the first cycle of emulated
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/// instructions is executed.
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void Advance();
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/// Pretend that the main CPU has executed enough cycles to reach the next event.
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void Idle();
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std::chrono::microseconds GetGlobalTimeUs() const;
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int GetDowncount() const;
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private:
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struct Event;
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/// Clear all pending events. This should ONLY be done on exit.
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void ClearPendingEvents();
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void MoveEvents();
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s64 global_timer = 0;
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s64 idled_cycles = 0;
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int slice_length = 0;
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int downcount = 0;
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// Are we in a function that has been called from Advance()
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// If events are scheduled from a function that gets called from Advance(),
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// don't change slice_length and downcount.
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bool is_global_timer_sane = false;
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// The queue is a min-heap using std::make_heap/push_heap/pop_heap.
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// We don't use std::priority_queue because we need to be able to serialize, unserialize and
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// erase arbitrary events (RemoveEvent()) regardless of the queue order. These aren't
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// accomodated by the standard adaptor class.
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std::vector<Event> event_queue;
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u64 event_fifo_id = 0;
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// Stores each element separately as a linked list node so pointers to elements
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// remain stable regardless of rehashes/resizing.
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std::unordered_map<std::string, EventType> event_types;
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// The queue for storing the events from other threads threadsafe until they will be added
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// to the event_queue by the emu thread
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Common::MPSCQueue<Event> ts_queue;
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// The queue for unscheduling the events from other threads threadsafe
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Common::MPSCQueue<std::pair<const EventType*, u64>> unschedule_queue;
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EventType* ev_lost = nullptr;
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};
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} // namespace Core::Timing
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