threads: style fixes, cross-platform crap

This commit is contained in:
fgsfds 2024-05-11 15:40:28 +02:00
parent 39cfae663f
commit 2b67eb4012
5 changed files with 116 additions and 55 deletions

View File

@ -573,16 +573,16 @@ endif
ifeq ($(WINDOWS_BUILD),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread
else ifeq ($(TARGET_WEB),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread -s USE_SDL=2
# Linux / Other builds below
else
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
CFLAGS := $(OPT_FLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
CFLAGS := $(OPT_FLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread
endif
# Check for enhancement options

View File

@ -2,7 +2,8 @@
#include <stdio.h>
#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
#include <time.h>
#include <errno.h>
#include <errno.h>
#include <stdbool.h>
#ifdef TARGET_WEB
#include <emscripten.h>
@ -38,6 +39,7 @@
#include "game/game_init.h"
#include "game/main.h"
#include "game/thread6.h"
#include "game/display.h"
#ifdef DISCORDRPC
#include "pc/discord/discordrpc.h"
@ -60,17 +62,17 @@ static struct AudioAPI *audio_api;
static struct GfxWindowManagerAPI *wm_api;
static struct GfxRenderingAPI *rendering_api;
pthread_t pcthread_audio_id;
pthread_mutex_t pcthread_audio_mutex = PTHREAD_MUTEX_INITIALIZER;
sys_thread_t pcthread_audio_id;
sys_mutex_t pcthread_audio_mutex = SYS_MUTEX_INITIALIZER;
bool pcthread_audio_init = false;
bool pcthread_audio_rendering = false;
sem_t pcthread_audio_sema;
sys_sem_t pcthread_audio_sema;
pthread_mutex_t pcthread_game_mutex = PTHREAD_MUTEX_INITIALIZER;
sys_mutex_t pcthread_game_mutex = SYS_MUTEX_INITIALIZER;
bool pcthread_game_loop_iterating = false;
bool pcthread_game_reset_sound = false;
bool pcthread_wait_for_gameloop = false;
sem_t pcthread_game_sema;
sys_sem_t pcthread_game_sema;
extern void gfx_run(Gfx *commands);
extern void thread5_game_loop(void *arg);
@ -87,29 +89,34 @@ void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *q
// Send a request for non-game threads to wait for the game thread to finish
void pc_request_gameloop_wait(void) {
pcthread_mutex_lock(&pcthread_game_mutex); pcthread_wait_for_gameloop = true; pcthread_mutex_unlock(&pcthread_game_mutex);
sys_mutex_lock(&pcthread_game_mutex);
pcthread_wait_for_gameloop = true;
sys_mutex_unlock(&pcthread_game_mutex);
}
// Wait for the audio thread to finish rendering audio
void pc_wait_for_audio(void) {
pcthread_semaphore_wait(&pcthread_audio_sema);
sys_semaphore_wait(&pcthread_audio_sema);
}
// Check if the audio thread is currently rendering audio
bool pc_check_audio_rendering(void) {
pcthread_mutex_lock(&pcthread_audio_mutex); bool rendering = pcthread_audio_rendering; pcthread_mutex_unlock(&pcthread_audio_mutex);
sys_mutex_lock(&pcthread_audio_mutex);
bool rendering = pcthread_audio_rendering;
sys_mutex_unlock(&pcthread_audio_mutex);
return rendering;
}
// Check if the game thread should finish before continuing
bool pc_check_gameloop_wait(void) {
pcthread_mutex_lock(&pcthread_game_mutex); bool waiting = pcthread_wait_for_gameloop; pcthread_mutex_unlock(&pcthread_game_mutex);
sys_mutex_lock(&pcthread_game_mutex);
bool waiting = pcthread_wait_for_gameloop;
sys_mutex_unlock(&pcthread_game_mutex);
return waiting;
}
static bool inited = false;
#include "game/display.h" // for gGlobalTimer
void send_display_list(struct SPTask *spTask) {
if (!inited) return;
gfx_run((Gfx *)spTask->task.t.data_ptr);
@ -129,12 +136,12 @@ void produce_one_frame(void) {
game_loop_one_iteration();
// Post the game thread semaphore if the game thread requested it
pcthread_mutex_lock(&pcthread_game_mutex);
sys_mutex_lock(&pcthread_game_mutex);
if (pcthread_wait_for_gameloop) {
pcthread_semaphore_post(&pcthread_game_sema);
sys_semaphore_post(&pcthread_game_sema);
pcthread_wait_for_gameloop = false;
}
pcthread_mutex_unlock(&pcthread_game_mutex);
sys_mutex_unlock(&pcthread_game_mutex);
thread6_rumble_loop(NULL);
@ -142,14 +149,13 @@ void produce_one_frame(void) {
}
// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
// RACE CONDITION:
void* audio_thread() {
// Keep track of the time in microseconds
const f64 frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
f64 start_time;
f64 end_time;
bool doloop = true;
pcthread_semaphore_wait(&pcthread_game_sema);
sys_semaphore_wait(&pcthread_game_sema);
while(doloop) {
start_time = sys_profile_time();
const f32 master_mod = (f32)configMasterVolume / 127.0f;
@ -167,10 +173,14 @@ void* audio_thread() {
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
if (!pc_check_gameloop_wait()) {
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = true; pcthread_mutex_unlock(&pcthread_audio_mutex);
sys_mutex_lock(&pcthread_audio_mutex);
pcthread_audio_rendering = true;
sys_mutex_unlock(&pcthread_audio_mutex);
create_next_audio_buffer(audio_buffer, num_audio_samples);
pcthread_semaphore_post(&pcthread_audio_sema);
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
sys_semaphore_post(&pcthread_audio_sema);
sys_mutex_lock(&pcthread_audio_mutex);
pcthread_audio_rendering = false;
sys_mutex_unlock(&pcthread_audio_mutex);
} /* else {
printf("Audio thread: dropped frame\n");
} */
@ -186,23 +196,27 @@ void* audio_thread() {
if (nap_time > 0.0) sys_sleep(nap_time);
// Check if the game thread is still running
pcthread_mutex_lock(&pcthread_audio_mutex); doloop = pcthread_audio_init; pcthread_mutex_unlock(&pcthread_audio_mutex);
sys_mutex_lock(&pcthread_audio_mutex);
doloop = pcthread_audio_init;
sys_mutex_unlock(&pcthread_audio_mutex);
}
return NULL;
}
void audio_thread_init() {
pcthread_audio_init = true;
pcthread_semaphore_init(&pcthread_audio_sema, 0, 1);
pthread_create(&pcthread_audio_id, NULL, audio_thread, NULL);
}
sys_semaphore_init(&pcthread_audio_sema, 0, 1);
sys_thread_create(&pcthread_audio_id, audio_thread, NULL);
}
void audio_shutdown(void) {
// Tell the audio thread to stop
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_init = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
pcthread_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
pthread_join(pcthread_audio_id, NULL);
pcthread_semaphore_destroy(&pcthread_audio_sema);
sys_mutex_lock(&pcthread_audio_mutex);
pcthread_audio_init = false;
sys_mutex_unlock(&pcthread_audio_mutex);
sys_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
sys_thread_join(&pcthread_audio_id, NULL);
sys_semaphore_destroy(&pcthread_audio_sema);
if (audio_api) {
if (audio_api->shutdown) audio_api->shutdown();
@ -218,7 +232,7 @@ void game_deinit(void) {
controller_shutdown();
audio_shutdown();
gfx_shutdown();
pcthread_semaphore_destroy(&pcthread_game_sema);
sys_semaphore_destroy(&pcthread_game_sema);
inited = false;
}
@ -350,7 +364,7 @@ void main_func(void) {
request_anim_frame(on_anim_frame);
#else
// initialize multithreading
pcthread_semaphore_init(&pcthread_game_sema, 0, 0);
sys_semaphore_init(&pcthread_game_sema, 0, 0);
audio_thread_init();
while (true) {

View File

@ -11,6 +11,13 @@
#include "configfile.h"
#include "platform.h"
#if !defined(HAVE_SDL2) && !defined(CLOCK_MONOTONIC)
#include <sys/time.h>
#elif defined(HAVE_SDL2)
// we can just ask SDL for most of this shit if we have it
#include <SDL2/SDL.h>
#endif
/* NULL terminated list of platform specific read-only data paths */
/* priority is top first */
const char *sys_ropaths[] = {
@ -75,10 +82,20 @@ void sys_sleep(const uint64_t us) {
// A high-resolution profiling timer. Returns the current time in microseconds.
double sys_profile_time(void) {
// TODO: Platform specific stuff
#if defined(HAVE_SDL2)
static double freq = 0.0;
if (freq == 0.0)
freq = (double)SDL_GetPerformanceFrequency() / 1000000.0;
return (double)SDL_GetPerformanceCounter() / freq;
#elif defined(CLOCK_MONOTONIC)
struct timespec tv;
clock_gettime(CLOCK_MONOTONIC, &tv);
return (double)(tv.tv_nsec) / 1000.0 + (double)(tv.tv_sec) * 1000000.0;
return (double)tv.tv_nsec / 1000.0 + (double)tv.tv_sec * 1000000.0;
#else
struct timeval tv;
gettimeofday(&tv, NULL);
return (double)tv.tv_usec + (double)tv.tv_sec * 1000000.0;
#endif
}
/* this calls a platform-specific impl function after forming the error message */
@ -97,9 +114,6 @@ void sys_fatal(const char *fmt, ...) {
#ifdef HAVE_SDL2
// we can just ask SDL for most of this shit if we have it
#include <SDL2/SDL.h>
// TEMPORARY: check the old save folder and copy contents to the new path
// this will be removed after a while
static inline bool copy_userdata(const char *userdir) {

View File

@ -1,26 +1,44 @@
#include "thread.h"
// TODO: Cross-platform stuff
#ifdef HAVE_POSIX_THREADS
void pcthread_mutex_lock(pthread_mutex_t *mutex) {
#include <pthread.h>
#include <semaphore.h>
int sys_thread_create(sys_thread_t *thread, sys_thread_func_t func, void *arg) {
return pthread_create(thread, NULL, func, arg);
}
int sys_thread_join(sys_thread_t *thread, void **result) {
return pthread_join(*thread, result);
}
void sys_mutex_lock(sys_mutex_t *mutex) {
pthread_mutex_lock(mutex);
}
void pcthread_mutex_unlock(pthread_mutex_t *mutex) {
void sys_mutex_unlock(sys_mutex_t *mutex) {
pthread_mutex_unlock(mutex);
}
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
void sys_semaphore_init(sys_sem_t *sem, int pshared, unsigned int value) {
sem_init(sem, pshared, value);
}
void pcthread_semaphore_wait(sem_t *sem) {
void sys_semaphore_wait(sys_sem_t *sem) {
sem_wait(sem);
}
void pcthread_semaphore_post(sem_t *sem) {
void sys_semaphore_post(sys_sem_t *sem) {
sem_post(sem);
}
void pcthread_semaphore_destroy(sem_t *sem) {
void sys_semaphore_destroy(sys_sem_t *sem) {
sem_destroy(sem);
}
}
#else
#error "Implement thread.c for your platform."
#endif

View File

@ -1,15 +1,30 @@
#ifndef _PC_THREAD_H
#define _PC_THREAD_H
#include <pthread.h>
#include <semaphore.h>
#include <stdbool.h>
// TODO: add other backends if required
#define HAVE_POSIX_THREADS 1
void pcthread_mutex_lock(pthread_mutex_t *mutex);
void pcthread_mutex_unlock(pthread_mutex_t *mutex);
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value);
void pcthread_semaphore_wait(sem_t *sem);
void pcthread_semaphore_post(sem_t *sem);
void pcthread_semaphore_destroy(sem_t *sem);
#ifdef HAVE_POSIX_THREADS
#include <pthread.h>
#include <semaphore.h>
typedef pthread_t sys_thread_t;
typedef void *(*sys_thread_func_t)(void *);
typedef pthread_mutex_t sys_mutex_t;
typedef sem_t sys_sem_t;
#define SYS_MUTEX_INITIALIZER PTHREAD_MUTEX_INITIALIZER
#else
#error "Implement thread.c for your platform."
#endif
#endif // _PC_THREAD_H
int sys_thread_create(sys_thread_t *thread, sys_thread_func_t func, void *arg);
int sys_thread_join(sys_thread_t *thread, void **result);
void sys_mutex_lock(sys_mutex_t *mutex);
void sys_mutex_unlock(sys_mutex_t *mutex);
void sys_semaphore_init(sys_sem_t *sem, int pshared, unsigned int value);
void sys_semaphore_wait(sys_sem_t *sem);
void sys_semaphore_post(sys_sem_t *sem);
void sys_semaphore_destroy(sys_sem_t *sem);
#endif // _PC_THREAD_H