mirror of
https://github.com/Rockbox/rockbox.git
synced 2026-04-11 16:37:45 -04:00
- Move all devkitpro includes before the Rockbox ones so that the macros which are both conflicting and unused can be undef'd - Remove unused result variables - Exclude an unused function from being compiled for this target - Fix hex number formatting - Fix the return value of dummy functions - Fix macro redefinition in the plugins keypad config - Remove duplicate button mapping - Turn off -Wchar-subscripts as it's already handled in Rockbox's ctype.h Change-Id: I3f5a3d492c585f233277a380feaea5fe877a044f
404 lines
10 KiB
C
404 lines
10 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2006 Dan Everton
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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#include <3ds/os.h>
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/* these include a couple of 3ds headers */
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#include "sys_thread.h"
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#include "sys_timer.h"
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#include "debug.h"
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#include "logf.h"
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#define CACHELINE_SIZE 128
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static bool ticks_started = false;
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static u64 start_tick;
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#define NSEC_PER_MSEC 1000000ULL
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void sys_ticks_init(void)
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{
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if (ticks_started) {
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return;
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}
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ticks_started = true;
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start_tick = svcGetSystemTick();
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}
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void sys_ticks_quit(void)
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{
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ticks_started = false;
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}
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u64 sys_get_ticks64(void)
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{
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u64 elapsed;
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if (!ticks_started) {
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sys_ticks_init();
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}
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elapsed = svcGetSystemTick() - start_tick;
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return elapsed / CPU_TICKS_PER_MSEC;
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}
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u32 sys_get_ticks(void)
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{
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return (u32)(sys_get_ticks64() & 0xFFFFFFFF);
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}
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void sys_delay(u32 ms)
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{
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svcSleepThread(ms * NSEC_PER_MSEC);
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}
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typedef struct _timer
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{
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int timerID;
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timer_callback_ptr callback;
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void *param;
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u32 interval;
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u32 scheduled;
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int canceled;
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struct _timer *next;
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} sysTimer;
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typedef struct _timer_map
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{
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int timerID;
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sysTimer *timer;
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struct _timer_map *next;
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} timerMap;
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/* The timers are kept in a sorted list */
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typedef struct
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{
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/* Data used by the main thread */
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Thread thread;
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int nextID;
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timerMap *timermap;
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RecursiveLock timermap_lock;
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/* Padding to separate cache lines between threads */
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char cache_pad[CACHELINE_SIZE];
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/* Data used to communicate with the timer thread */
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int lock;
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LightSemaphore sem;
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sysTimer *pending;
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sysTimer *freelist;
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int active;
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/* List of timers - this is only touched by the timer thread */
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sysTimer *timers;
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} timerData;
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static timerData timer_data = { .active = 0 };
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/* The idea here is that any thread might add a timer, but a single
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* thread manages the active timer queue, sorted by scheduling time.
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*
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* Timers are removed by simply setting a canceled flag
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*/
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static void add_timer_interval(timerData *data, sysTimer *timer)
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{
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sysTimer *prev, *curr;
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prev = NULL;
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for (curr = data->timers; curr; prev = curr, curr = curr->next) {
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if ((s32)(timer->scheduled - curr->scheduled) < 0) {
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break;
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}
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}
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/* Insert the timer here! */
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if (prev) {
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prev->next = timer;
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} else {
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data->timers = timer;
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}
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timer->next = curr;
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}
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static void timer_thread(void *_data)
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{
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timerData *data = (timerData *)_data;
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sysTimer *pending;
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sysTimer *current;
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sysTimer *freelist_head = NULL;
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sysTimer *freelist_tail = NULL;
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u32 tick, now, interval, delay;
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/* Threaded timer loop:
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* 1. Queue timers added by other threads
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* 2. Handle any timers that should dispatch this cycle
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* 3. Wait until next dispatch time or new timer arrives
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*/
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for (;;) {
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/* Pending and freelist maintenance */
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AtomicLock(&data->lock);
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{
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/* Get any timers ready to be queued */
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pending = data->pending;
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data->pending = NULL;
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/* Make any unused timer structures available */
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if (freelist_head) {
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freelist_tail->next = data->freelist;
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data->freelist = freelist_head;
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}
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}
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AtomicUnlock(&data->lock);
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/* Sort the pending timers into our list */
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while (pending) {
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current = pending;
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pending = pending->next;
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add_timer_interval(data, current);
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}
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freelist_head = NULL;
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freelist_tail = NULL;
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/* Check to see if we're still running, after maintenance */
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if (!AtomicGet(&data->active)) {
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break;
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}
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/* Initial delay if there are no timers */
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delay = (~(u32)0);
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tick = sys_get_ticks();
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/* Process all the pending timers for this tick */
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while (data->timers) {
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current = data->timers;
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if ((s32)(tick - current->scheduled) < 0) {
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/* Scheduled for the future, wait a bit */
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delay = (current->scheduled - tick);
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break;
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}
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/* We're going to do something with this timer */
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data->timers = current->next;
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if (AtomicGet(¤t->canceled)) {
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interval = 0;
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} else {
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interval = current->callback(current->interval, current->param);
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}
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if (interval > 0) {
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/* Reschedule this timer */
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current->interval = interval;
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current->scheduled = tick + interval;
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add_timer_interval(data, current);
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} else {
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if (!freelist_head) {
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freelist_head = current;
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}
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if (freelist_tail) {
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freelist_tail->next = current;
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}
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freelist_tail = current;
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AtomicSet(¤t->canceled, 1);
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}
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}
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/* Adjust the delay based on processing time */
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now = sys_get_ticks();
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interval = (now - tick);
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if (interval > delay) {
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delay = 0;
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} else {
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delay -= interval;
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}
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/* Note that each time a timer is added, this will return
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immediately, but we process the timers added all at once.
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That's okay, it just means we run through the loop a few
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extra times.
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*/
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sys_sem_wait_timeout(&data->sem, delay);
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}
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}
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int sys_timer_init(void)
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{
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timerData *data = &timer_data;
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if (!AtomicGet(&data->active)) {
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RecursiveLock_Init(&data->timermap_lock);
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LightSemaphore_Init(&data->sem, 0, ((s16)0x7FFF));
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AtomicSet(&data->active, 1);
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/* Timer threads use a callback into the app, so we can't set a limited stack size here. */
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data->thread = threadCreate(timer_thread,
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data,
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32 * 1024,
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0x28,
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-1,
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false);
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if (!data->thread) {
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sys_timer_quit();
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return -1;
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}
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AtomicSet(&data->nextID, 1);
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}
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return 0;
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}
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void sys_timer_quit(void)
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{
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timerData *data = &timer_data;
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sysTimer *timer;
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timerMap *entry;
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if (AtomicCAS(&data->active, 1, 0)) { /* active? Move to inactive. */
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/* Shutdown the timer thread */
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if (data->thread) {
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LightSemaphore_Release(&data->sem, 1);
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threadJoin(data->thread, U64_MAX);
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threadFree(data->thread);
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data->thread = NULL;
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}
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/* Clean up the timer entries */
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while (data->timers) {
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timer = data->timers;
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data->timers = timer->next;
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free(timer);
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}
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while (data->freelist) {
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timer = data->freelist;
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data->freelist = timer->next;
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free(timer);
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}
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while (data->timermap) {
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entry = data->timermap;
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data->timermap = entry->next;
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free(entry);
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}
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}
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}
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int sys_add_timer(u32 interval, timer_callback_ptr callback, void *param)
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{
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timerData *data = &timer_data;
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sysTimer *timer;
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timerMap *entry;
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AtomicLock(&data->lock);
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if (!AtomicGet(&data->active)) {
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if (sys_timer_init() < 0) {
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AtomicUnlock(&data->lock);
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return 0;
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}
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}
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timer = data->freelist;
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if (timer) {
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data->freelist = timer->next;
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}
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AtomicUnlock(&data->lock);
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if (timer) {
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sys_remove_timer(timer->timerID);
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} else {
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timer = (sysTimer *) malloc(sizeof(*timer));
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if (!timer) {
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DEBUGF("sys_add_timer: out of memory\n");
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return 0;
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}
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}
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timer->timerID = AtomicIncrement(&data->nextID);
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timer->callback = callback;
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timer->param = param;
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timer->interval = interval;
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timer->scheduled = sys_get_ticks() + interval;
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AtomicSet(&timer->canceled, 0);
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entry = (timerMap *) malloc(sizeof(*entry));
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if (!entry) {
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free(timer);
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DEBUGF("sys_add_timer: out of memory\n");
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return 0;
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}
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entry->timer = timer;
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entry->timerID = timer->timerID;
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RecursiveLock_Lock(&data->timermap_lock);
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entry->next = data->timermap;
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data->timermap = entry;
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RecursiveLock_Unlock(&data->timermap_lock);
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/* Add the timer to the pending list for the timer thread */
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AtomicLock(&data->lock);
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timer->next = data->pending;
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data->pending = timer;
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AtomicUnlock(&data->lock);
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/* Wake up the timer thread if necessary */
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LightSemaphore_Release(&data->sem, 1);
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return entry->timerID;
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}
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bool sys_remove_timer(int id)
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{
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timerData *data = &timer_data;
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timerMap *prev, *entry;
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bool canceled = false;
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/* Find the timer */
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RecursiveLock_Lock(&data->timermap_lock);
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prev = NULL;
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for (entry = data->timermap; entry; prev = entry, entry = entry->next) {
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if (entry->timerID == id) {
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if (prev) {
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prev->next = entry->next;
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} else {
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data->timermap = entry->next;
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}
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break;
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}
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}
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RecursiveLock_Unlock(&data->timermap_lock);
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if (entry) {
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if (!AtomicGet(&entry->timer->canceled)) {
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AtomicSet(&entry->timer->canceled, 1);
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canceled = true;
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}
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free(entry);
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}
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return canceled;
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}
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