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2026-07-16 17:32:10 +02:00

64 lines
1.9 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <thread>
#ifndef _WIN32
#include <tuple>
#endif
// Don't include Common.h here as it will break LogManager
#include "Common/CommonTypes.h"
// This may not be defined outside _WIN32
#ifndef _WIN32
#ifndef INFINITE
#define INFINITE 0xffffffff
#endif
#endif
namespace Common
{
int CurrentThreadId();
void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask);
void SetCurrentThreadAffinity(u32 mask);
// The hottest emulator threads, for big.LITTLE performance-core pinning.
enum class ThreadCoreRole
{
EmuCPU, // PowerPC JIT ("CPU thread") — serial, latency-critical: dedicated fast core
EmuVideo, // FIFO/GPU-submit ("Video thread"): its own fast core, no contention with EmuCPU
VRPacing, // OpenXR frame-pacing thread
VRSubmit, // Vulkan async command-submit worker
};
// Android only: pin the calling thread to one of the device's performance (highest
// max-frequency) cores, chosen per role so these threads land on distinct fast cores
// and don't migrate across the big.LITTLE boundary. Cores are classified from
// cpufreq at runtime (correct on any Quest). Returns the pinned CPU index, or -1 if
// unavailable (non-Android, topology unreadable, or the syscall failed).
int PinCurrentThreadToPerformanceCore(ThreadCoreRole role);
void SleepCurrentThread(int ms);
void SwitchCurrentThread(); // On Linux, this is equal to sleep 1ms
// Use this function during a spin-wait to make the current thread
// relax while another thread is working. This may be more efficient
// than using events because event functions use kernel calls.
inline void YieldCPU()
{
std::this_thread::yield();
}
void SetCurrentThreadName(const char* name);
#ifndef _WIN32
// Returns the lowest address of the stack and the size of the stack
std::tuple<void*, size_t> GetCurrentThreadStack();
#endif
} // namespace Common