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