Esempio n. 1
0
watchdog::watchdog(void)
{
	m_do_exit = 0;
	m_event = osd_event_alloc(1, 0);
	m_thread = osd_thread_create(watchdog_thread, this);
	m_timeout = 60 * osd_ticks_per_second();
}
Esempio n. 2
0
int osd_work_item_wait(osd_work_item *item, osd_ticks_t timeout)
{
	// if we're done already, just return
	if (item->done)
		return TRUE;

	// if we don't have an event, create one
	if (item->event == NULL)
		item->event = osd_event_alloc(TRUE, FALSE);     // manual reset, not signalled
	else
			osd_event_reset(item->event);

	// if we don't have an event, we need to spin (shouldn't ever really happen)
	if (item->event == NULL)
	{
		osd_ticks_t stopspin = osd_ticks() + timeout;
		do {
			int spin = 10000;
			while (--spin && !item->done)
				osd_yield_processor();
		} while (!item->done && osd_ticks() < stopspin);
	}

	// otherwise, block on the event until done
	else if (!item->done)
		osd_event_wait(item->event, timeout);

	// return TRUE if the refcount actually hit 0
	return item->done;
}
Esempio n. 3
0
int osd_work_item_wait(osd_work_item *item, osd_ticks_t timeout)
{
	// if we're done already, just return
	if (item->done)
		return TRUE;

	// if we don't have an event, create one
	if (item->event == NULL)
	{
		INT32 lockslot = osd_scalable_lock_acquire(item->queue->lock);
		item->event = osd_event_alloc(TRUE, FALSE);     // manual reset, not signalled
		osd_scalable_lock_release(item->queue->lock, lockslot);
	}
	else
		osd_event_reset(item->event);

	// if we don't have an event, we need to spin (shouldn't ever really happen)
	if (item->event == NULL)
	{
		// TODO: do we need to measure the spin time here as well? and how can we do it?
        spin_while(&item->done, 0, timeout);
	}

	// otherwise, block on the event until done
	else if (!item->done)
		osd_event_wait(item->event, timeout);

	// return TRUE if the refcount actually hit 0
	return item->done;
}
Esempio n. 4
0
int sdl_window_info::window_init()
{
	worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param));
	int result;

	ASSERT_MAIN_THREAD();

	// set the initial maximized state
	// FIXME: Does not belong here
	sdl_options &options = downcast<sdl_options &>(m_machine.options());
	m_startmaximized = options.maximize();

	// add us to the list
	*last_window_ptr = this;
	last_window_ptr = &this->m_next;

	set_renderer(draw.create(this));

	// create an event that we can use to skip blitting
	m_rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	m_target = m_machine.render().target_alloc();

	// set the specific view
	set_starting_view(m_index, options.view(), options.view(m_index));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name);
	else
		sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index);

	wp->set_window(this);

	// FIXME: pass error back in a different way
	if (multithreading_enabled)
	{
		osd_work_item *wi;

		wi = osd_work_item_queue(work_queue, &sdl_window_info::complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	}
	else
		result = *((int *) sdl_window_info::complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	destroy();
	return 1;
}
Esempio n. 5
0
osd_work_queue *osd_work_queue_alloc(int flags)
{
	int threadnum;
	int numprocs = effective_num_processors();
	osd_work_queue *queue;
	int osdthreadnum = 0;
	int allocthreadnum;
	char *osdworkqueuemaxthreads = osd_getenv(ENV_WORKQUEUEMAXTHREADS);

	// allocate a new queue
	queue = (osd_work_queue *)osd_malloc(sizeof(*queue));
	if (queue == NULL)
		goto error;
	memset(queue, 0, sizeof(*queue));

	// initialize basic queue members
	queue->tailptr = (osd_work_item **)&queue->list;
	queue->flags = flags;

	// allocate events for the queue
	queue->doneevent = osd_event_alloc(TRUE, TRUE);     // manual reset, signalled
	if (queue->doneevent == NULL)
		goto error;

	// initialize the critical section
	queue->lock = osd_scalable_lock_alloc();
	if (queue->lock == NULL)
		goto error;

	// determine how many threads to create...
	// on a single-CPU system, create 1 thread for I/O queues, and 0 threads for everything else
	if (numprocs == 1)
		threadnum = (flags & WORK_QUEUE_FLAG_IO) ? 1 : 0;
	// on an n-CPU system, create n-1 threads for multi queues, and 1 thread for everything else
	else
		threadnum = (flags & WORK_QUEUE_FLAG_MULTI) ? (numprocs - 1) : 1;

	if (osdworkqueuemaxthreads != NULL && sscanf(osdworkqueuemaxthreads, "%d", &osdthreadnum) == 1 && threadnum > osdthreadnum)
		threadnum = osdthreadnum;

	// clamp to the maximum
	queue->threads = MIN(threadnum, WORK_MAX_THREADS);

	// allocate memory for thread array (+1 to count the calling thread if WORK_QUEUE_FLAG_MULTI)
	if (flags & WORK_QUEUE_FLAG_MULTI)
		allocthreadnum = queue->threads + 1;
	else
		allocthreadnum = queue->threads;

#if KEEP_STATISTICS
	printf("osdprocs: %d effecprocs: %d threads: %d allocthreads: %d osdthreads: %d maxthreads: %d queuethreads: %d\n", osd_num_processors, numprocs, threadnum, allocthreadnum, osdthreadnum, WORK_MAX_THREADS, queue->threads);
#endif

	queue->thread = (work_thread_info *)osd_malloc_array(allocthreadnum * sizeof(queue->thread[0]));
	if (queue->thread == NULL)
		goto error;
	memset(queue->thread, 0, allocthreadnum * sizeof(queue->thread[0]));

	// iterate over threads
	for (threadnum = 0; threadnum < queue->threads; threadnum++)
	{
		work_thread_info *thread = &queue->thread[threadnum];

		// set a pointer back to the queue
		thread->queue = queue;

		// create the per-thread wake event
		thread->wakeevent = osd_event_alloc(FALSE, FALSE);  // auto-reset, not signalled
		if (thread->wakeevent == NULL)
			goto error;

		// create the thread
		thread->handle = osd_thread_create(worker_thread_entry, thread);
		if (thread->handle == NULL)
			goto error;

		// set its priority: I/O threads get high priority because they are assumed to be
		// blocked most of the time; other threads just match the creator's priority
		if (flags & WORK_QUEUE_FLAG_IO)
			osd_thread_adjust_priority(thread->handle, 1);
		else
			osd_thread_adjust_priority(thread->handle, 0);
	}

	// start a timer going for "waittime" on the main thread
	if (flags & WORK_QUEUE_FLAG_MULTI)
	{
		begin_timing(queue->thread[queue->threads].waittime);
	}
	return queue;

error:
	osd_work_queue_free(queue);
	return NULL;
}
Esempio n. 6
0
File: window.c Progetto: clobber/UME
int sdlwindow_video_window_create(running_machine &machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config)
{
	sdl_window_info *window;
	worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param));
	int result;

	ASSERT_MAIN_THREAD();

	clear_worker_param(wp);

	// allocate a new window object
	window = global_alloc_clear(sdl_window_info);
	window->maxwidth = config->width;
	window->maxheight = config->height;
	window->depth = config->depth;
	window->refresh = config->refresh;
	window->monitor = monitor;
	window->m_machine = &machine;
	window->index = index;

	//FIXME: these should be per_window in config-> or even better a bit set
	window->fullscreen = !video_config.windowed;
	window->prescale = video_config.prescale;

	// set the initial maximized state
	// FIXME: Does not belong here
	sdl_options &options = downcast<sdl_options &>(machine.options());
	window->startmaximized = options.maximize();

	if (!window->fullscreen)
	{
		window->windowed_width = config->width;
		window->windowed_height = config->height;
	}
	window->totalColors = config->totalColors;

	// add us to the list
	*last_window_ptr = window;
	last_window_ptr = &window->next;

	draw.attach(&draw, window);

	// create an event that we can use to skip blitting
	window->rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	window->target = machine.render().target_alloc();

	// set the specific view
	set_starting_view(machine, index, window, options.view(), options.view(index));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(window->title, "%s: %s [%s]", emulator_info::get_appname(), machine.system().description, machine.system().name);
	else
		sprintf(window->title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), machine.system().description, machine.system().name, index);

	wp->window = window;

	if (multithreading_enabled)
	{
		osd_work_item *wi;

		wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	}
	else
		result = *((int *) complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	sdlwindow_video_window_destroy(machine, window);
	return 1;
}
Esempio n. 7
0
osd_work_queue *osd_work_queue_alloc(int flags)
{
	int numprocs = effective_num_processors();
	osd_work_queue *queue;
	int threadnum;

	// allocate a new queue
	queue = (osd_work_queue *)osd_malloc(sizeof(*queue));
	if (queue == NULL)
		goto error;
	memset(queue, 0, sizeof(*queue));

	// initialize basic queue members
	queue->tailptr = (osd_work_item **)&queue->list;
	queue->flags = flags;

	// allocate events for the queue
	queue->doneevent = osd_event_alloc(TRUE, TRUE);     // manual reset, signalled
	if (queue->doneevent == NULL)
		goto error;

	// initialize the critical section
	queue->lock = osd_scalable_lock_alloc();
	if (queue->lock == NULL)
		goto error;

	// determine how many threads to create...
	// on a single-CPU system, create 1 thread for I/O queues, and 0 threads for everything else
	if (numprocs == 1)
		queue->threads = (flags & WORK_QUEUE_FLAG_IO) ? 1 : 0;

	// on an n-CPU system, create (n-1) threads for multi queues, and 1 thread for everything else
	else
		queue->threads = (flags & WORK_QUEUE_FLAG_MULTI) ? (numprocs - 1) : 1;

	// clamp to the maximum
	queue->threads = MIN(queue->threads, WORK_MAX_THREADS);

	// allocate memory for thread array (+1 to count the calling thread)
	queue->thread = (work_thread_info *)osd_malloc_array((queue->threads + 1) * sizeof(queue->thread[0]));
	if (queue->thread == NULL)
		goto error;
	memset(queue->thread, 0, (queue->threads + 1) * sizeof(queue->thread[0]));

	// iterate over threads
	for (threadnum = 0; threadnum < queue->threads; threadnum++)
	{
		work_thread_info *thread = &queue->thread[threadnum];

		// set a pointer back to the queue
		thread->queue = queue;

		// create the per-thread wake event
		thread->wakeevent = osd_event_alloc(FALSE, FALSE);  // auto-reset, not signalled
		if (thread->wakeevent == NULL)
			goto error;

		// create the thread
		thread->handle = osd_thread_create(worker_thread_entry, thread);
		if (thread->handle == NULL)
			goto error;

		// set its priority: I/O threads get high priority because they are assumed to be
		// blocked most of the time; other threads just match the creator's priority
		if (flags & WORK_QUEUE_FLAG_IO)
			osd_thread_adjust_priority(thread->handle, 1);
		else
			osd_thread_adjust_priority(thread->handle, 0);

		// Bind main thread to cpu 0
		osd_thread_cpu_affinity(NULL, effective_cpu_mask(0));

		if (flags & WORK_QUEUE_FLAG_IO)
			osd_thread_cpu_affinity(thread->handle, effective_cpu_mask(1));
		else
			osd_thread_cpu_affinity(thread->handle, effective_cpu_mask(2+threadnum) );
	}

	// start a timer going for "waittime" on the main thread
	begin_timing(queue->thread[queue->threads].waittime);
	return queue;

error:
	osd_work_queue_free(queue);
	return NULL;
}
Esempio n. 8
0
int sdlwindow_video_window_create(running_machine *machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config)
{
	sdl_window_info *window;
	worker_param *wp = malloc(sizeof(worker_param));
	char option[20];
	int result;

	ASSERT_MAIN_THREAD();

	clear_worker_param(wp);

	// allocate a new window object
	window = alloc_or_die(sdl_window_info);
	memset(window, 0, sizeof(*window));
	window->maxwidth = config->width;
	window->maxheight = config->height;
	window->depth = config->depth;
	window->refresh = config->refresh;
	window->monitor = monitor;
	window->machine = machine;
	window->index = index;
	
	//FIXME: these should be per_window in config-> or even better a bit set
	window->fullscreen = !video_config.windowed;
	window->prescale = video_config.prescale;
	window->prescale_effect = video_config.prescale_effect;
	window->scale_mode = video_config.scale_mode;

	// set the initial maximized state
	// FIXME: Does not belong here
	window->startmaximized = options_get_bool(mame_options(), SDLOPTION_MAXIMIZE);

	if (!window->fullscreen)
	{
		window->windowed_width = config->width;
		window->windowed_height = config->height;
	}
  	window->totalColors = config->totalColors;

	// add us to the list
	*last_window_ptr = window;
	last_window_ptr = &window->next;

	draw.attach(&draw, window);
	
	// create an event that we can use to skip blitting
	window->rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	window->target = render_target_alloc(machine, NULL, FALSE);
	if (window->target == NULL)
		goto error;

	// set the specific view				    
	sprintf(option, SDLOPTION_VIEW("%d"), index);
	set_starting_view(machine, index, window, options_get_string(mame_options(), option));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(window->title, APPNAME ": %s [%s]", machine->gamedrv->description, machine->gamedrv->name);
	else
		sprintf(window->title, APPNAME ": %s [%s] - Screen %d", machine->gamedrv->description, machine->gamedrv->name, index);

	wp->window = window;

	if (multithreading_enabled)
	{
		osd_work_item *wi;		
		
		wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	} 
	else
		result = *((int *) complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	sdlwindow_video_window_destroy(machine, window);
	return 1;
}