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