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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2013-10-01 19:10:47 -04:00
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2014-04-08 19:11:21 -04:00
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#pragma once
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#include <atomic>
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#include <chrono>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <thread>
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#include <vector>
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#include "common/common_types.h"
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#include "common/thread.h"
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#include "common/wall_clock.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<std::optional<std::chrono::nanoseconds>(
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std::uintptr_t user_data, s64 time, std::chrono::nanoseconds ns_late)>;
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/// Contains the characteristics of a particular event.
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struct EventType {
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explicit EventType(TimedCallback&& callback_, std::string&& name_)
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: callback{std::move(callback_)}, name{std::move(name_)} {}
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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 s64 ns_late that the callbacks get is how many ns 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(period_in_ns - ns_late, 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(std::function<void()>&& on_thread_init_);
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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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/// Sets if emulation is multicore or single core, must be set before Initialize
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void SetMulticore(bool is_multicore_) {
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is_multicore = is_multicore_;
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}
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/// Pauses/Unpauses the execution of the timer thread.
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void Pause(bool is_paused);
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/// Pauses/Unpauses the execution of the timer thread and waits until paused.
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void SyncPause(bool is_paused);
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/// Checks if core timing is running.
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bool IsRunning() const;
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/// Checks if the timer thread has started.
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bool HasStarted() const {
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return has_started;
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}
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/// Checks if there are any pending time events.
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bool HasPendingEvents() const;
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/// Schedules an event in core timing
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void ScheduleEvent(std::chrono::nanoseconds ns_into_future,
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const std::shared_ptr<EventType>& event_type, std::uintptr_t user_data = 0,
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bool absolute_time = false);
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/// Schedules an event which will automatically re-schedule itself with the given time, until
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/// unscheduled
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void ScheduleLoopingEvent(std::chrono::nanoseconds start_time,
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std::chrono::nanoseconds resched_time,
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const std::shared_ptr<EventType>& event_type,
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std::uintptr_t user_data = 0, bool absolute_time = false);
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void UnscheduleEvent(const std::shared_ptr<EventType>& event_type, std::uintptr_t user_data,
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bool wait = true);
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void UnscheduleEventWithoutWait(const std::shared_ptr<EventType>& event_type,
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std::uintptr_t user_data) {
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UnscheduleEvent(event_type, user_data, false);
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}
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void AddTicks(u64 ticks_to_add);
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void ResetTicks();
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void Idle();
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s64 GetDowncount() const {
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return downcount;
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}
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/// Returns the current CNTPCT tick value.
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u64 GetClockTicks() const;
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/// Returns the current GPU tick value.
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u64 GetGPUTicks() const;
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/// Returns current time in microseconds.
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std::chrono::microseconds GetGlobalTimeUs() const;
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/// Returns current time in nanoseconds.
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std::chrono::nanoseconds GetGlobalTimeNs() const;
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/// Checks for events manually and returns time in nanoseconds for next event, threadsafe.
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std::optional<s64> Advance();
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#ifdef _WIN32
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void SetTimerResolutionNs(std::chrono::nanoseconds ns);
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#endif
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private:
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struct Event;
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static void ThreadEntry(CoreTiming& instance);
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void ThreadLoop();
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void Reset();
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std::unique_ptr<Common::WallClock> clock;
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s64 global_timer = 0;
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#ifdef _WIN32
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s64 timer_resolution_ns;
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#endif
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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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// accommodated 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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std::shared_ptr<EventType> ev_lost;
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Common::Event event{};
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Common::Event pause_event{};
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std::mutex basic_lock;
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std::mutex advance_lock;
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std::unique_ptr<std::thread> timer_thread;
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std::atomic<bool> paused{};
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std::atomic<bool> paused_set{};
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std::atomic<bool> wait_set{};
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std::atomic<bool> shutting_down{};
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std::atomic<bool> has_started{};
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std::function<void()> on_thread_init{};
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bool is_multicore{};
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s64 pause_end_time{};
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/// Cycle timing
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u64 cpu_ticks{};
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s64 downcount{};
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};
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/// Creates 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 create.
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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 created event.
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///
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std::shared_ptr<EventType> CreateEvent(std::string name, TimedCallback&& callback);
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} // namespace Core::Timing
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