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(); }
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; }
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; }
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; }
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; }
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; }
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; }
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; }