mirror of
https://github.com/thejerf/baijiSteamVR.git
synced 2026-10-18 22:01:46 +02:00
325 lines
7.8 KiB
C++
325 lines
7.8 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Common/Thread.h"
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#ifdef _WIN32
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#include <Windows.h>
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#include <processthreadsapi.h>
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#else
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#include <pthread.h>
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#include <unistd.h>
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#endif
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#if defined(ANDROID)
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#include <sched.h>
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#include <algorithm>
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#include <cstdio>
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#include <mutex>
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#include <utility>
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#include <vector>
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#endif
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#ifdef __APPLE__
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#include <mach/mach.h>
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#elif defined BSD4_4 || defined __FreeBSD__ || defined __OpenBSD__
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#include <pthread_np.h>
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#elif defined __NetBSD__
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#include <sched.h>
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#elif defined __HAIKU__
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#include <OS.h>
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#endif
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#ifdef USE_VTUNE
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#include <ittnotify.h>
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#pragma comment(lib, "libittnotify.lib")
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#endif
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#include "Common/CommonTypes.h"
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#ifdef _WIN32
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#include "Common/StringUtil.h"
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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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{
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#ifdef _WIN32
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return GetCurrentThreadId();
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#elif defined __APPLE__
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return mach_thread_self();
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#else
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return 0;
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#endif
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}
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#ifdef _WIN32
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void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask)
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{
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SetThreadAffinityMask(thread, mask);
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}
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void SetCurrentThreadAffinity(u32 mask)
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{
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SetThreadAffinityMask(GetCurrentThread(), mask);
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}
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// Supporting functions
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void SleepCurrentThread(int ms)
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{
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Sleep(ms);
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}
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void SwitchCurrentThread()
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{
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SwitchToThread();
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}
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// Sets the debugger-visible name of the current thread.
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// Uses trick documented in:
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// https://docs.microsoft.com/en-us/visualstudio/debugger/how-to-set-a-thread-name-in-native-code
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static void SetCurrentThreadNameViaException(const char* name)
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{
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static const DWORD MS_VC_EXCEPTION = 0x406D1388;
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#pragma pack(push, 8)
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struct THREADNAME_INFO
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{
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DWORD dwType; // must be 0x1000
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LPCSTR szName; // pointer to name (in user addr space)
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DWORD dwThreadID; // thread ID (-1=caller thread)
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DWORD dwFlags; // reserved for future use, must be zero
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} info;
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#pragma pack(pop)
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info.dwType = 0x1000;
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info.szName = name;
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info.dwThreadID = static_cast<DWORD>(-1);
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info.dwFlags = 0;
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__try
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{
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RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*)&info);
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}
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__except (EXCEPTION_CONTINUE_EXECUTION)
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{
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}
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}
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static void SetCurrentThreadNameViaApi(const char* name)
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{
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// If possible, also set via the newer API. On some versions of Server it needs to be manually
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// resolved. This API allows being able to observe the thread name even if a debugger wasn't
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// attached when the name was set (see above link for more info).
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static auto pSetThreadDescription = (decltype(&SetThreadDescription))GetProcAddress(
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GetModuleHandleA("kernel32"), "SetThreadDescription");
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if (pSetThreadDescription)
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{
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pSetThreadDescription(GetCurrentThread(), UTF8ToWString(name).c_str());
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}
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}
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void SetCurrentThreadName(const char* name)
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{
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SetCurrentThreadNameViaException(name);
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SetCurrentThreadNameViaApi(name);
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}
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#else // !WIN32, so must be POSIX threads
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void SetThreadAffinity(std::thread::native_handle_type thread, u32 mask)
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{
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#ifdef __APPLE__
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thread_policy_set(pthread_mach_thread_np(thread), THREAD_AFFINITY_POLICY, (integer_t*)&mask, 1);
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#elif (defined __linux__ || defined BSD4_4 || defined __FreeBSD__ || defined __NetBSD__) && \
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!(defined ANDROID)
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#ifndef __NetBSD__
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#ifdef __FreeBSD__
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cpuset_t cpu_set;
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#else
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cpu_set_t cpu_set;
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#endif
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CPU_ZERO(&cpu_set);
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for (int i = 0; i != sizeof(mask) * 8; ++i)
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if ((mask >> i) & 1)
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CPU_SET(i, &cpu_set);
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pthread_setaffinity_np(thread, sizeof(cpu_set), &cpu_set);
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#else
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cpuset_t* cpu_set = cpuset_create();
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for (int i = 0; i != sizeof(mask) * 8; ++i)
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if ((mask >> i) & 1)
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cpuset_set(i, cpu_set);
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pthread_setaffinity_np(thread, cpuset_size(cpu_set), cpu_set);
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cpuset_destroy(cpu_set);
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#endif
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#endif
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}
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void SetCurrentThreadAffinity(u32 mask)
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{
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SetThreadAffinity(pthread_self(), mask);
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}
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void SleepCurrentThread(int ms)
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{
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usleep(1000 * ms);
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}
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void SwitchCurrentThread()
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{
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usleep(1000 * 1);
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}
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void SetCurrentThreadName(const char* name)
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{
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#ifdef __APPLE__
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pthread_setname_np(name);
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#elif defined __FreeBSD__ || defined __OpenBSD__
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pthread_set_name_np(pthread_self(), name);
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#elif defined(__NetBSD__)
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pthread_setname_np(pthread_self(), "%s", const_cast<char*>(name));
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#elif defined __HAIKU__
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rename_thread(find_thread(nullptr), name);
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#else
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// linux doesn't allow to set more than 16 bytes, including \0.
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pthread_setname_np(pthread_self(), std::string(name).substr(0, 15).c_str());
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#endif
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#ifdef USE_VTUNE
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// VTune uses OS thread names by default but probably supports longer names when set via its own
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// API.
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__itt_thread_set_name(name);
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#endif
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}
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#endif // !WIN32
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#if defined(ANDROID)
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namespace
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{
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// Indices of the device's fastest CPU cores (all cores sharing the top cpufreq tier),
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// in ascending order. Detected once. On Quest 3 this is {2,3,4,5}; cpu0/1 are the
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// slower cores. The app runs as top-app so it may use all of them.
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std::vector<int> s_performance_cores;
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std::once_flag s_performance_cores_once;
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void DetectPerformanceCores()
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{
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std::vector<std::pair<int, long>> cores; // (cpu index, max frequency)
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long top_freq = 0;
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for (int cpu = 0; cpu < 64; ++cpu)
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{
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char path[128];
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std::snprintf(path, sizeof(path), "/sys/devices/system/cpu/cpu%d/cpufreq/cpuinfo_max_freq",
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cpu);
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FILE* file = std::fopen(path, "r");
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if (!file)
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break; // CPU nodes are contiguous; the first missing one marks the end.
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long freq = 0;
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if (std::fscanf(file, "%ld", &freq) == 1 && freq > 0)
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{
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cores.emplace_back(cpu, freq);
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top_freq = std::max(top_freq, freq);
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}
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std::fclose(file);
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}
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for (const auto& [index, freq] : cores)
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{
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if (freq == top_freq)
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s_performance_cores.push_back(index);
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}
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}
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} // namespace
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int PinCurrentThreadToPerformanceCore(ThreadCoreRole role)
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{
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std::call_once(s_performance_cores_once, DetectPerformanceCores);
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if (s_performance_cores.empty())
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return -1;
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// Hand out distinct cores from the fast tier, top-down (highest core index is usually
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// the turbo/prime core). EmuCPU gets the fastest, then EmuVideo, then the VR helpers.
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// If there are fewer fast cores than roles, later roles share (wrap).
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int slot = 0;
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switch (role)
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{
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case ThreadCoreRole::EmuCPU:
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slot = 0;
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break;
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case ThreadCoreRole::EmuVideo:
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slot = 1;
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break;
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case ThreadCoreRole::VRPacing:
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case ThreadCoreRole::VRSubmit:
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// Meta's runtime confines RendererWorker-registered threads to a cpuset (on Quest 3,
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// {3,4,5}); a pin outside it silently fails. Both light VR workers therefore share the
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// 3rd fast core — inside that set, and off the EmuCPU/EmuVideo cores (top two).
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slot = 2;
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break;
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}
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const int count = static_cast<int>(s_performance_cores.size());
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const int core = s_performance_cores[count - 1 - (slot % count)];
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cpu_set_t set;
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CPU_ZERO(&set);
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CPU_SET(core, &set);
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if (sched_setaffinity(0, sizeof(set), &set) != 0)
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return -1;
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return core;
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}
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#else
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int PinCurrentThreadToPerformanceCore(ThreadCoreRole /*role*/)
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{
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return -1;
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}
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#endif // ANDROID
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#ifndef _WIN32
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std::tuple<void*, size_t> GetCurrentThreadStack()
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{
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void* stack_addr;
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size_t stack_size;
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pthread_t self = pthread_self();
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#ifdef __APPLE__
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stack_size = pthread_get_stacksize_np(self);
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stack_addr = reinterpret_cast<u8*>(pthread_get_stackaddr_np(self)) - stack_size;
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#elif defined __OpenBSD__
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stack_t stack;
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pthread_stackseg_np(self, &stack);
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stack_addr = reinterpret_cast<u8*>(stack.ss_sp) - stack.ss_size;
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stack_size = stack.ss_size;
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#else
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pthread_attr_t attr;
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#ifdef __FreeBSD__
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pthread_attr_init(&attr);
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pthread_attr_get_np(self, &attr);
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#else
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// Linux and NetBSD
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pthread_getattr_np(self, &attr);
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#endif
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pthread_attr_getstack(&attr, &stack_addr, &stack_size);
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pthread_attr_destroy(&attr);
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#endif
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return std::make_tuple(stack_addr, stack_size);
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}
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#endif
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} // namespace Common
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