2017-11-25 13:56:57 +00:00
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// Copyright 2008 Dolphin Emulator Project / 2017 Citra Emulator Project
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// Licensed under GPLv2+
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2014-04-08 23:11:21 +00:00
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// Refer to the license.txt file included.
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2013-10-01 23:10:47 +00:00
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2014-04-08 23:11:21 +00:00
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#pragma once
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/**
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* This is a system to schedule events into the emulated machine's future. Time is measured
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* in main CPU clock cycles.
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*
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* To schedule an event, you first have to register its type. This is where you pass in the
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* callback. You then schedule events using the type id you get back.
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*
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* The int cyclesLate that the callbacks get is how many cycles late it was.
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* So to schedule a new event on a regular basis:
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* inside callback:
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* ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
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*/
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2016-09-20 15:21:23 +00:00
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#include <functional>
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#include <string>
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2016-09-20 15:21:23 +00:00
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#include "common/common_types.h"
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2018-04-30 07:24:27 +00:00
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namespace CoreTiming {
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2018-08-06 01:27:11 +00:00
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struct EventType;
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using TimedCallback = std::function<void(u64 userdata, int cycles_late)>;
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2017-11-25 13:56:57 +00:00
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/**
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* CoreTiming begins at the boundary of timing slice -1. An initial call to Advance() is
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* required to end slice -1 and start slice 0 before the first cycle of code is executed.
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*/
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2014-04-08 23:11:21 +00:00
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void Init();
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void Shutdown();
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2013-10-01 23:10:47 +00:00
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2017-09-30 16:25:49 +00:00
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/**
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* This should only be called from the emu thread, if you are calling it any other thread, you are
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* doing something evil
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*/
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2014-04-08 23:11:21 +00:00
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u64 GetTicks();
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u64 GetIdleTicks();
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void AddTicks(u64 ticks);
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2015-01-06 01:17:49 +00:00
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/**
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* Returns the event_type identifier. if name is not unique, it will assert.
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*/
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EventType* RegisterEvent(const std::string& name, TimedCallback callback);
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void UnregisterAllEvents();
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2015-01-06 01:17:49 +00:00
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/**
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* After the first Advance, the slice lengths and the downcount will be reduced whenever an event
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* is scheduled earlier than the current values.
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* Scheduling from a callback will not update the downcount until the Advance() completes.
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*/
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void ScheduleEvent(s64 cycles_into_future, const EventType* event_type, u64 userdata = 0);
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/**
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* This is to be called when outside of hle threads, such as the graphics thread, wants to
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* schedule things to be executed on the main thread.
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* Not that this doesn't change slice_length and thus events scheduled by this might be called
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* with a delay of up to MAX_SLICE_LENGTH
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*/
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void ScheduleEventThreadsafe(s64 cycles_into_future, const EventType* event_type, u64 userdata);
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void UnscheduleEvent(const EventType* event_type, u64 userdata);
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/// We only permit one event of each type in the queue at a time.
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void RemoveEvent(const EventType* event_type);
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void RemoveNormalAndThreadsafeEvent(const EventType* event_type);
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/** Advance must be called at the beginning of dispatcher loops, not the end. Advance() ends
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* the previous timing slice and begins the next one, you must Advance from the previous
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* slice to the current one before executing any cycles. CoreTiming starts in slice -1 so an
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* Advance() is required to initialize the slice length before the first cycle of emulated
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* instructions is executed.
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*/
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void Advance();
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void MoveEvents();
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/// Pretend that the main CPU has executed enough cycles to reach the next event.
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void Idle();
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/// Clear all pending events. This should ONLY be done on exit.
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void ClearPendingEvents();
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void ForceExceptionCheck(s64 cycles);
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u64 GetGlobalTimeUs();
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int GetDowncount();
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} // namespace CoreTiming
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