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thejerf--baijiSteamVR/Source/Core/Common/Thread.cpp
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2026-07-16 17:32:10 +02:00

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7.8 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/Thread.h"
#ifdef _WIN32
#include <Windows.h>
#include <processthreadsapi.h>
#else
#include <pthread.h>
#include <unistd.h>
#endif
#if defined(ANDROID)
#include <sched.h>
#include <algorithm>
#include <cstdio>
#include <mutex>
#include <utility>
#include <vector>
#endif
#ifdef __APPLE__
#include <mach/mach.h>
#elif defined BSD4_4 || defined __FreeBSD__ || defined __OpenBSD__
#include <pthread_np.h>
#elif defined __NetBSD__
#include <sched.h>
#elif defined __HAIKU__
#include <OS.h>
#endif
#ifdef USE_VTUNE
#include <ittnotify.h>
#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<DWORD>(-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<char*>(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<int> s_performance_cores;
std::once_flag s_performance_cores_once;
void DetectPerformanceCores()
{
std::vector<std::pair<int, long>> 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<int>(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<void*, size_t> 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<u8*>(pthread_get_stackaddr_np(self)) - stack_size;
#elif defined __OpenBSD__
stack_t stack;
pthread_stackseg_np(self, &stack);
stack_addr = reinterpret_cast<u8*>(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