| 1 | //============================================================================ |
| 2 | // |
| 3 | // SSSS tt lll lll |
| 4 | // SS SS tt ll ll |
| 5 | // SS tttttt eeee ll ll aaaa |
| 6 | // SSSS tt ee ee ll ll aa |
| 7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
| 8 | // SS SS tt ee ll ll aa aa |
| 9 | // SSSS ttt eeeee llll llll aaaaa |
| 10 | // |
| 11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
| 12 | // and the Stella Team |
| 13 | // |
| 14 | // See the file "License.txt" for information on usage and redistribution of |
| 15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
| 16 | //============================================================================ |
| 17 | |
| 18 | #include <exception> |
| 19 | |
| 20 | #include "EmulationWorker.hxx" |
| 21 | #include "DispatchResult.hxx" |
| 22 | #include "TIA.hxx" |
| 23 | |
| 24 | using namespace std::chrono; |
| 25 | |
| 26 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 27 | EmulationWorker::EmulationWorker() |
| 28 | : myPendingSignal(Signal::none), |
| 29 | myState(State::initializing), |
| 30 | myTia(nullptr), |
| 31 | myCyclesPerSecond(0), |
| 32 | myMaxCycles(0), |
| 33 | myMinCycles(0), |
| 34 | myDispatchResult(nullptr), |
| 35 | myTotalCycles(0) |
| 36 | { |
| 37 | std::mutex mutex; |
| 38 | std::unique_lock<std::mutex> lock(mutex); |
| 39 | std::condition_variable threadInitialized; |
| 40 | |
| 41 | myThread = std::thread( |
| 42 | &EmulationWorker::threadMain, this, &threadInitialized, &mutex |
| 43 | ); |
| 44 | |
| 45 | // Wait until the thread has acquired myThreadIsRunningMutex and moved on |
| 46 | while (myState == State::initializing) threadInitialized.wait(lock); |
| 47 | } |
| 48 | |
| 49 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 50 | EmulationWorker::~EmulationWorker() |
| 51 | { |
| 52 | // This has to run in a block in order to release the mutex before joining |
| 53 | { |
| 54 | std::unique_lock<std::mutex> lock(myThreadIsRunningMutex); |
| 55 | |
| 56 | if (myState != State::exception) { |
| 57 | signalQuit(); |
| 58 | myWakeupCondition.notify_one(); |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | myThread.join(); |
| 63 | |
| 64 | handlePossibleException(); |
| 65 | } |
| 66 | |
| 67 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 68 | void EmulationWorker::handlePossibleException() |
| 69 | { |
| 70 | if (myState == State::exception && myPendingException) { |
| 71 | std::exception_ptr ex = myPendingException; |
| 72 | // Make sure that the exception is not thrown a second time (destructor!!!) |
| 73 | myPendingException = nullptr; |
| 74 | |
| 75 | std::rethrow_exception(ex); |
| 76 | } |
| 77 | } |
| 78 | |
| 79 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 80 | void EmulationWorker::start(uInt32 cyclesPerSecond, uInt64 maxCycles, uInt64 minCycles, DispatchResult* dispatchResult, TIA* tia) |
| 81 | { |
| 82 | // Wait until any pending signal has been processed |
| 83 | waitUntilPendingSignalHasProcessed(); |
| 84 | |
| 85 | // Run in a block to release the mutex before notifying; this avoids an unecessary |
| 86 | // block that will waste a timeslice |
| 87 | { |
| 88 | // Aquire the mutex -> wait until the thread is suspended |
| 89 | std::unique_lock<std::mutex> lock(myThreadIsRunningMutex); |
| 90 | |
| 91 | // Pass on possible exceptions |
| 92 | handlePossibleException(); |
| 93 | |
| 94 | // Make sure that we don't overwrite the exit condition. |
| 95 | // This case is hypothetical and cannot happen, but handling it does not hurt, either |
| 96 | if (myPendingSignal == Signal::quit) return; |
| 97 | |
| 98 | // NB: The thread does not suspend execution in State::initialized |
| 99 | if (myState != State::waitingForResume) |
| 100 | fatal("start called on running or dead worker" ); |
| 101 | |
| 102 | // Store the parameters for emulation |
| 103 | myTia = tia; |
| 104 | myCyclesPerSecond = cyclesPerSecond; |
| 105 | myMaxCycles = maxCycles; |
| 106 | myMinCycles = minCycles; |
| 107 | myDispatchResult = dispatchResult; |
| 108 | |
| 109 | // Raise the signal... |
| 110 | myPendingSignal = Signal::resume; |
| 111 | } |
| 112 | |
| 113 | // ... and wakeup the thread |
| 114 | myWakeupCondition.notify_one(); |
| 115 | } |
| 116 | |
| 117 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 118 | uInt64 EmulationWorker::stop() |
| 119 | { |
| 120 | // See EmulationWorker::start above for the gory details |
| 121 | waitUntilPendingSignalHasProcessed(); |
| 122 | |
| 123 | uInt64 totalCycles; |
| 124 | { |
| 125 | std::unique_lock<std::mutex> lock(myThreadIsRunningMutex); |
| 126 | |
| 127 | // Paranoia: make sure that we don't doublecount an emulation timeslice |
| 128 | totalCycles = myTotalCycles; |
| 129 | myTotalCycles = 0; |
| 130 | |
| 131 | handlePossibleException(); |
| 132 | |
| 133 | if (myPendingSignal == Signal::quit) return totalCycles; |
| 134 | |
| 135 | // If the worker has stopped on its own, we return |
| 136 | if (myState == State::waitingForResume) return totalCycles; |
| 137 | |
| 138 | // NB: The thread does not suspend execution in State::initialized or State::running |
| 139 | if (myState != State::waitingForStop) |
| 140 | fatal("stop called on a dead worker" ); |
| 141 | |
| 142 | myPendingSignal = Signal::stop; |
| 143 | } |
| 144 | |
| 145 | myWakeupCondition.notify_one(); |
| 146 | |
| 147 | return totalCycles; |
| 148 | } |
| 149 | |
| 150 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 151 | void EmulationWorker::threadMain(std::condition_variable* initializedCondition, std::mutex* initializationMutex) |
| 152 | { |
| 153 | std::unique_lock<std::mutex> lock(myThreadIsRunningMutex); |
| 154 | |
| 155 | try { |
| 156 | { |
| 157 | // Wait until our parent releases the lock and sleeps |
| 158 | std::lock_guard<std::mutex> guard(*initializationMutex); |
| 159 | |
| 160 | // Update the state... |
| 161 | myState = State::initialized; |
| 162 | |
| 163 | // ... and wake up our parent to notifiy that we have initialized. From this point, the |
| 164 | // parent can safely assume that we are running while the mutex is locked. |
| 165 | initializedCondition->notify_one(); |
| 166 | } |
| 167 | |
| 168 | // Loop until we have an exit condition |
| 169 | while (myPendingSignal != Signal::quit) handleWakeup(lock); |
| 170 | } |
| 171 | catch (...) { |
| 172 | // Store away the exception and the state accordingly |
| 173 | myPendingException = std::current_exception(); |
| 174 | myState = State::exception; |
| 175 | |
| 176 | // Raising the exit condition is consistent and makes shure that the main thread |
| 177 | // will not deadlock if an exception is raised while it is waiting for a signal |
| 178 | // to be processed. |
| 179 | signalQuit(); |
| 180 | } |
| 181 | } |
| 182 | |
| 183 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 184 | void EmulationWorker::handleWakeup(std::unique_lock<std::mutex>& lock) |
| 185 | { |
| 186 | switch (myState) { |
| 187 | case State::initialized: |
| 188 | // Enter waitingForResume and sleep after initialization |
| 189 | myState = State::waitingForResume; |
| 190 | myWakeupCondition.wait(lock); |
| 191 | break; |
| 192 | |
| 193 | case State::waitingForResume: |
| 194 | handleWakeupFromWaitingForResume(lock); |
| 195 | break; |
| 196 | |
| 197 | case State::waitingForStop: |
| 198 | handleWakeupFromWaitingForStop(lock); |
| 199 | break; |
| 200 | |
| 201 | default: |
| 202 | fatal("wakeup in invalid worker state" ); |
| 203 | } |
| 204 | } |
| 205 | |
| 206 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 207 | void EmulationWorker::handleWakeupFromWaitingForResume(std::unique_lock<std::mutex>& lock) |
| 208 | { |
| 209 | switch (myPendingSignal) { |
| 210 | case Signal::resume: |
| 211 | // Clear the pending signal and notify the main thread |
| 212 | clearSignal(); |
| 213 | |
| 214 | // Reset virtual clock and cycle counter |
| 215 | myVirtualTime = high_resolution_clock::now(); |
| 216 | myTotalCycles = 0; |
| 217 | |
| 218 | // Enter emulation. This will emulate a timeslice and set the state upon completion. |
| 219 | dispatchEmulation(lock); |
| 220 | break; |
| 221 | |
| 222 | case Signal::none: |
| 223 | // Reenter sleep on spurious wakeups |
| 224 | myWakeupCondition.wait(lock); |
| 225 | break; |
| 226 | |
| 227 | case Signal::quit: |
| 228 | break; |
| 229 | |
| 230 | default: |
| 231 | fatal("invalid signal while waiting for resume" ); |
| 232 | } |
| 233 | } |
| 234 | |
| 235 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 236 | void EmulationWorker::handleWakeupFromWaitingForStop(std::unique_lock<std::mutex>& lock) |
| 237 | { |
| 238 | switch (myPendingSignal) { |
| 239 | case Signal::stop: |
| 240 | // Clear the pending signal and notify the main thread |
| 241 | clearSignal(); |
| 242 | |
| 243 | // Enter waiting for resume and sleep |
| 244 | myState = State::waitingForResume; |
| 245 | myWakeupCondition.wait(lock); |
| 246 | break; |
| 247 | |
| 248 | case Signal::none: |
| 249 | if (myVirtualTime <= high_resolution_clock::now()) |
| 250 | // The time allotted to the emulation timeslice has passed and we haven't been stopped? |
| 251 | // -> go for another emulation timeslice |
| 252 | dispatchEmulation(lock); |
| 253 | else |
| 254 | // Wakeup was spurious, reenter sleep |
| 255 | myWakeupCondition.wait_until(lock, myVirtualTime); |
| 256 | |
| 257 | break; |
| 258 | |
| 259 | case Signal::quit: |
| 260 | break; |
| 261 | |
| 262 | default: |
| 263 | fatal("invalid signal while waiting for stop" ); |
| 264 | } |
| 265 | } |
| 266 | |
| 267 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 268 | void EmulationWorker::dispatchEmulation(std::unique_lock<std::mutex>& lock) |
| 269 | { |
| 270 | // Technically, we could do without State::running, but it is cleaner and might be useful in the future |
| 271 | myState = State::running; |
| 272 | |
| 273 | uInt64 totalCycles = 0; |
| 274 | |
| 275 | do { |
| 276 | myTia->update(*myDispatchResult, totalCycles > 0 ? myMinCycles - totalCycles : myMaxCycles); |
| 277 | totalCycles += myDispatchResult->getCycles(); |
| 278 | } while (totalCycles < myMinCycles && myDispatchResult->getStatus() == DispatchResult::Status::ok); |
| 279 | |
| 280 | myTotalCycles += totalCycles; |
| 281 | |
| 282 | bool continueEmulating = false; |
| 283 | |
| 284 | if (myDispatchResult->getStatus() == DispatchResult::Status::ok) { |
| 285 | // If emulation finished successfully, we are free to go for another round |
| 286 | duration<double> timesliceSeconds(static_cast<double>(totalCycles) / static_cast<double>(myCyclesPerSecond)); |
| 287 | myVirtualTime += duration_cast<high_resolution_clock::duration>(timesliceSeconds); |
| 288 | |
| 289 | // If we aren't fast enough to keep up with the emulation, we stop immediatelly to avoid |
| 290 | // starving the system for processing time --- emulation will stutter anyway. |
| 291 | continueEmulating = myVirtualTime > high_resolution_clock::now(); |
| 292 | } |
| 293 | |
| 294 | if (continueEmulating) { |
| 295 | // If we are free to continue emulating, we sleep until either the timeslice has passed or we |
| 296 | // have been signalled from the main thread |
| 297 | myState = State::waitingForStop; |
| 298 | myWakeupCondition.wait_until(lock, myVirtualTime); |
| 299 | } else { |
| 300 | // If can't continue, we just stop and wait to be signalled |
| 301 | myState = State::waitingForResume; |
| 302 | myWakeupCondition.wait(lock); |
| 303 | } |
| 304 | } |
| 305 | |
| 306 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 307 | void EmulationWorker::clearSignal() |
| 308 | { |
| 309 | { |
| 310 | std::unique_lock<std::mutex> lock(mySignalChangeMutex); |
| 311 | myPendingSignal = Signal::none; |
| 312 | } |
| 313 | |
| 314 | mySignalChangeCondition.notify_one(); |
| 315 | } |
| 316 | |
| 317 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 318 | void EmulationWorker::signalQuit() |
| 319 | { |
| 320 | { |
| 321 | std::unique_lock<std::mutex> lock(mySignalChangeMutex); |
| 322 | myPendingSignal = Signal::quit; |
| 323 | } |
| 324 | |
| 325 | mySignalChangeCondition.notify_one(); |
| 326 | } |
| 327 | |
| 328 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 329 | void EmulationWorker::waitUntilPendingSignalHasProcessed() |
| 330 | { |
| 331 | std::unique_lock<std::mutex> lock(mySignalChangeMutex); |
| 332 | |
| 333 | // White until there is no pending signal (or the exit condition has been raised) |
| 334 | while (myPendingSignal != Signal::none && myPendingSignal != Signal::quit) |
| 335 | mySignalChangeCondition.wait(lock); |
| 336 | } |
| 337 | |
| 338 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 339 | void EmulationWorker::fatal(string message) |
| 340 | { |
| 341 | (cerr << "FATAL in emulation worker: " << message << std::endl).flush(); |
| 342 | throw runtime_error(message); |
| 343 | } |
| 344 | |