// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "Common/Thread.h" #ifdef _WIN32 #include #include #else #include #include #endif #if defined(ANDROID) #include #include #include #include #include #include #endif #ifdef __APPLE__ #include #elif defined BSD4_4 || defined __FreeBSD__ || defined __OpenBSD__ #include #elif defined __NetBSD__ #include #elif defined __HAIKU__ #include #endif #ifdef USE_VTUNE #include #pragma comment(lib, "libittnotify.lib") #endif #include "Common/CommonTypes.h" #ifdef _WIN32 #include "Common/StringUtil.h" #endif namespace Common { int CurrentThreadId() { #ifdef _WIN32 return GetCurrentThreadId(); #elif defined __APPLE__ return mach_thread_self(); #else return 0; #endif } #ifdef _WIN32 void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask) { SetThreadAffinityMask(thread, mask); } void SetCurrentThreadAffinity(u32 mask) { SetThreadAffinityMask(GetCurrentThread(), mask); } // Supporting functions void SleepCurrentThread(int ms) { Sleep(ms); } void SwitchCurrentThread() { SwitchToThread(); } // Sets the debugger-visible name of the current thread. // Uses trick documented in: // https://docs.microsoft.com/en-us/visualstudio/debugger/how-to-set-a-thread-name-in-native-code static void SetCurrentThreadNameViaException(const char* name) { static const DWORD MS_VC_EXCEPTION = 0x406D1388; #pragma pack(push, 8) struct THREADNAME_INFO { DWORD dwType; // must be 0x1000 LPCSTR szName; // pointer to name (in user addr space) DWORD dwThreadID; // thread ID (-1=caller thread) DWORD dwFlags; // reserved for future use, must be zero } info; #pragma pack(pop) info.dwType = 0x1000; info.szName = name; info.dwThreadID = static_cast(-1); info.dwFlags = 0; __try { RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*)&info); } __except (EXCEPTION_CONTINUE_EXECUTION) { } } static void SetCurrentThreadNameViaApi(const char* name) { // If possible, also set via the newer API. On some versions of Server it needs to be manually // resolved. This API allows being able to observe the thread name even if a debugger wasn't // attached when the name was set (see above link for more info). static auto pSetThreadDescription = (decltype(&SetThreadDescription))GetProcAddress( GetModuleHandleA("kernel32"), "SetThreadDescription"); if (pSetThreadDescription) { pSetThreadDescription(GetCurrentThread(), UTF8ToWString(name).c_str()); } } void SetCurrentThreadName(const char* name) { SetCurrentThreadNameViaException(name); SetCurrentThreadNameViaApi(name); } #else // !WIN32, so must be POSIX threads void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask) { #ifdef __APPLE__ thread_policy_set(pthread_mach_thread_np(thread), THREAD_AFFINITY_POLICY, (integer_t*)&mask, 1); #elif (defined __linux__ || defined BSD4_4 || defined __FreeBSD__ || defined __NetBSD__) && \ !(defined ANDROID) #ifndef __NetBSD__ #ifdef __FreeBSD__ cpuset_t cpu_set; #else cpu_set_t cpu_set; #endif CPU_ZERO(&cpu_set); for (int i = 0; i != sizeof(mask) * 8; ++i) if ((mask >> i) & 1) CPU_SET(i, &cpu_set); pthread_setaffinity_np(thread, sizeof(cpu_set), &cpu_set); #else cpuset_t* cpu_set = cpuset_create(); for (int i = 0; i != sizeof(mask) * 8; ++i) if ((mask >> i) & 1) cpuset_set(i, cpu_set); pthread_setaffinity_np(thread, cpuset_size(cpu_set), cpu_set); cpuset_destroy(cpu_set); #endif #endif } void SetCurrentThreadAffinity(u32 mask) { SetThreadAffinity(pthread_self(), mask); } void SleepCurrentThread(int ms) { usleep(1000 * ms); } void SwitchCurrentThread() { usleep(1000 * 1); } void SetCurrentThreadName(const char* name) { #ifdef __APPLE__ pthread_setname_np(name); #elif defined __FreeBSD__ || defined __OpenBSD__ pthread_set_name_np(pthread_self(), name); #elif defined(__NetBSD__) pthread_setname_np(pthread_self(), "%s", const_cast(name)); #elif defined __HAIKU__ rename_thread(find_thread(nullptr), name); #else // linux doesn't allow to set more than 16 bytes, including \0. pthread_setname_np(pthread_self(), std::string(name).substr(0, 15).c_str()); #endif #ifdef USE_VTUNE // VTune uses OS thread names by default but probably supports longer names when set via its own // API. __itt_thread_set_name(name); #endif } #endif // !WIN32 #if defined(ANDROID) namespace { // Indices of the device's fastest CPU cores (all cores sharing the top cpufreq tier), // in ascending order. Detected once. On Quest 3 this is {2,3,4,5}; cpu0/1 are the // slower cores. The app runs as top-app so it may use all of them. std::vector s_performance_cores; std::once_flag s_performance_cores_once; void DetectPerformanceCores() { std::vector> cores; // (cpu index, max frequency) long top_freq = 0; for (int cpu = 0; cpu < 64; ++cpu) { char path[128]; std::snprintf(path, sizeof(path), "/sys/devices/system/cpu/cpu%d/cpufreq/cpuinfo_max_freq", cpu); FILE* file = std::fopen(path, "r"); if (!file) break; // CPU nodes are contiguous; the first missing one marks the end. long freq = 0; if (std::fscanf(file, "%ld", &freq) == 1 && freq > 0) { cores.emplace_back(cpu, freq); top_freq = std::max(top_freq, freq); } std::fclose(file); } for (const auto& [index, freq] : cores) { if (freq == top_freq) s_performance_cores.push_back(index); } } } // namespace int PinCurrentThreadToPerformanceCore(ThreadCoreRole role) { std::call_once(s_performance_cores_once, DetectPerformanceCores); if (s_performance_cores.empty()) return -1; // Hand out distinct cores from the fast tier, top-down (highest core index is usually // the turbo/prime core). EmuCPU gets the fastest, then EmuVideo, then the VR helpers. // If there are fewer fast cores than roles, later roles share (wrap). int slot = 0; switch (role) { case ThreadCoreRole::EmuCPU: slot = 0; break; case ThreadCoreRole::EmuVideo: slot = 1; break; case ThreadCoreRole::VRPacing: case ThreadCoreRole::VRSubmit: // Meta's runtime confines RendererWorker-registered threads to a cpuset (on Quest 3, // {3,4,5}); a pin outside it silently fails. Both light VR workers therefore share the // 3rd fast core — inside that set, and off the EmuCPU/EmuVideo cores (top two). slot = 2; break; } const int count = static_cast(s_performance_cores.size()); const int core = s_performance_cores[count - 1 - (slot % count)]; cpu_set_t set; CPU_ZERO(&set); CPU_SET(core, &set); if (sched_setaffinity(0, sizeof(set), &set) != 0) return -1; return core; } #else int PinCurrentThreadToPerformanceCore(ThreadCoreRole /*role*/) { return -1; } #endif // ANDROID #ifndef _WIN32 std::tuple GetCurrentThreadStack() { void* stack_addr; size_t stack_size; pthread_t self = pthread_self(); #ifdef __APPLE__ stack_size = pthread_get_stacksize_np(self); stack_addr = reinterpret_cast(pthread_get_stackaddr_np(self)) - stack_size; #elif defined __OpenBSD__ stack_t stack; pthread_stackseg_np(self, &stack); stack_addr = reinterpret_cast(stack.ss_sp) - stack.ss_size; stack_size = stack.ss_size; #else pthread_attr_t attr; #ifdef __FreeBSD__ pthread_attr_init(&attr); pthread_attr_get_np(self, &attr); #else // Linux and NetBSD pthread_getattr_np(self, &attr); #endif pthread_attr_getstack(&attr, &stack_addr, &stack_size); pthread_attr_destroy(&attr); #endif return std::make_tuple(stack_addr, stack_size); } #endif } // namespace Common