Esempio n. 1
0
TEST(BusyLoopTest, MultiThreaded)
{
  Common::BlockingLoop loop;
  Common::Event e;
  for (int i = 0; i < 100; i++)
  {
    loop.Prepare();
    std::thread loop_thread([&]() { loop.Run([&]() { e.Set(); }); });

    // Ping - Pong
    for (int j = 0; j < 10; j++)
    {
      loop.Wakeup();
      e.Wait();

      // Just waste some time. So the main loop did fall back to the sleep state much more likely.
      Common::SleepCurrentThread(1);
    }

    for (int j = 0; j < 100; j++)
    {
      // We normally have to call Wakeup to assure the Event is triggered.
      // But this check is for an internal feature of the BlockingLoop.
      // It's implemented to fall back to a busy loop regulary.
      // If we're in the busy loop, the payload (and so the Event) is called all the time.
      // loop.Wakeup();
      e.Wait();
    }

    loop.Stop();
    loop_thread.join();
  }
}
Esempio n. 2
0
// May be executed from any thread, even the graphics thread.
// Created to allow for self shutdown.
void ExitGpuLoop()
{
	// This should break the wait loop in CPU thread
	CommandProcessor::fifo.bFF_GPReadEnable = false;
	FlushGpu();

	// Terminate GPU thread loop
	s_emu_running_state.store(true);
	s_gpu_mainloop.Stop(false);
}