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- ///////////////////////////////////////////////////////////////////////////////
- // Copyright (c) Electronic Arts Inc. All rights reserved.
- ///////////////////////////////////////////////////////////////////////////////
- #include <EABase/eabase.h>
- #include "eathread/eathread.h"
- #include "eathread/eathread_thread.h"
- #include "eathread/eathread_storage.h"
- #if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
- #include <process.h>
- EA_DISABLE_ALL_VC_WARNINGS()
- #include <Windows.h>
- #include <stdlib.h> // for mbstowcs
- #include <setjmp.h>
- EA_RESTORE_ALL_VC_WARNINGS()
- #include "eathread/eathread_futex.h"
- extern "C" WINBASEAPI DWORD WINAPI SetThreadIdealProcessor(_In_ HANDLE hThread, _In_ DWORD dwIdealProcessor);
- #if defined(EA_PLATFORM_WIN64)
- extern "C" WINBASEAPI DWORD WINAPI GetThreadId(_In_ HANDLE hThread);
- extern "C" WINBASEAPI ULONGLONG GetTickCount64(VOID); // Will not run on pre-Vista OS so 64 bit XP not supported
- #endif
- // We set this module to initialize early. We want to do this because it
- // allows statically initialized objects to call these functions safely.
- EA_DISABLE_VC_WARNING(4074) // warning C4074: initializers put in compiler reserved initialization area
- #pragma init_seg(compiler)
- EA_RESTORE_VC_WARNING()
- #ifndef EATHREAD_INIT_SEG_DEFINED
- #define EATHREAD_INIT_SEG_DEFINED
- #endif
- namespace EA
- {
- namespace Thread
- {
- // Note by Paul Pedriana:
- // There is a bit of code here which implements "dynamic thread array maintenance".
- // The reason for this is that we are trying to present to the user a consistently
- // behaving GetThreadId function. The Windows threading API has a number of design
- // characteristics that make it less than ideal for applications. One of these
- // designs is that an application cannot ask the system what its thread id is and
- // get a consistent answer; in fact you always get a different answer.
- // To consider: Use the VC++ undocumented __tlregdtor function to detect thread exits.
- // __tlregdtor is a VC++ CRT function which detects the exiting of any threads created
- // with the CRT beginthread family of functions. It cannot detect the exit of any threads
- // that are begun via direct OS thread creation functions, nor can it detect the exit of
- // threads that are exited by direct OS thread exit functions. This is may not be a major
- // problem, because C/C++ programs should virtually always be calling the CRT thread begin
- // and end functions so that the CRT can be maintained properly for the thread.
- //
- // typedef void (*_PVFV)();
- // void __tlregdtor(_PVFV func);
- // void ThreadExit(){ Do something. May need to be careful about what APIs are called. }
- // Assertion variables.
- EA::Thread::AssertionFailureFunction gpAssertionFailureFunction = NULL;
- void* gpAssertionFailureContext = NULL;
- // Dynamic thread array maintenance.
- // If the user calls GetThreadId from a thread that was created by some third
- // party, then we don't have a thread handle for it. The only current way to get
- // such a thread handle is to call OpenThread(GetCurrentThreadId()) or
- // DuplicateHandle(GetCurrentThread()). In either case the return value is a
- // handle which must be disposed of via CloseHandle. Additionally, since the
- // thread was created by a thrid party, it's entirely possible that the thread
- // will be exited without us ever finding about it. But we still need to call
- // CloseHandle on the handle. So we maintain an array of handles and check their
- // status periodically and upon process exit.
- const size_t kMaxThreadDynamicArrayCount = 128;
- struct DynamicThreadArray
- {
- static HANDLE mhDynamicThreadArray[kMaxThreadDynamicArrayCount];
- static CRITICAL_SECTION mCriticalSection;
- static bool mbDynamicThreadArrayInitialized;
- static void Initialize();
- static void CheckDynamicThreadArray(bool bCloseAll);
- static void AddDynamicThreadHandle(HANDLE hThread, bool bAdd);
- };
- HANDLE DynamicThreadArray::mhDynamicThreadArray[kMaxThreadDynamicArrayCount];
- CRITICAL_SECTION DynamicThreadArray::mCriticalSection;
- bool DynamicThreadArray::mbDynamicThreadArrayInitialized;
- // DynamicThreadArray ctor/dtor were removed to because memory tracking systems that are required to run
- // pre-main and post-main. In order to support memory tracking of allocations that occur post-main we
- // intentially "leak" a operating system critical section and leave it to be cleaned up by the operating
- // system at process shutdown.
- //
- // DynamicThreadArray::DynamicThreadArray()
- // {
- // Initialize();
- // }
- // DynamicThreadArray::~DynamicThreadArray()
- // {
- // CheckDynamicThreadArray(true);
- // DeleteCriticalSection(&mCriticalSection);
- // }
- void DynamicThreadArray::Initialize()
- {
- static EA::Thread::Futex m;
- const bool done = mbDynamicThreadArrayInitialized;
- // ensure that if we've seen previous writes to mbDynamicThreadArrayInitialized, we also
- // see the writes to mCriticalSection, to avoid the case where another thread sees the flag
- // before it sees the initialization
- EAReadBarrier();
- if(!done)
- {
- EA::Thread::AutoFutex _(m);
- if (!mbDynamicThreadArrayInitialized)
- {
- memset(mhDynamicThreadArray, 0, sizeof(mhDynamicThreadArray));
- InitializeCriticalSection(&mCriticalSection);
- // ensure writes to mCriticalSection and mhDynamicThreadArray are visible before writes
- // to mbDynamicThreadArrayInitialized, to avoid the case where another thread sees the
- // flag before it sees the initialization
- EAWriteBarrier();
- mbDynamicThreadArrayInitialized = true;
- }
- }
- }
- // This function looks at the existing set of thread ids and see if any of them
- // were quit. If so then this function removes their entry from our array of
- // thread handles, and most importantly, calls CloseHandle on the thread handle.
- void DynamicThreadArray::CheckDynamicThreadArray(bool bCloseAll)
- {
- Initialize();
- EnterCriticalSection(&mCriticalSection);
- for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
- {
- if(mhDynamicThreadArray[i])
- {
- DWORD dwExitCode(0);
- // Note that GetExitCodeThread is a hazard if the user of a thread exits
- // with a return value that is equal to the value of STILL_ACTIVE (i.e. 259).
- // We can document that users shouldn't do this, or we can change the code
- // here to use WaitForSingleObject(hThread, 0) and assume the thread is
- // still active if the return value is WAIT_TIMEOUT.
- if(bCloseAll || !GetExitCodeThread(mhDynamicThreadArray[i], &dwExitCode) || (dwExitCode != STILL_ACTIVE)) // If the thread id is invalid or it has exited...
- {
- CloseHandle(mhDynamicThreadArray[i]); // This matches the DuplicateHandle call we made below.
- mhDynamicThreadArray[i] = 0;
- }
- }
- }
- LeaveCriticalSection(&mCriticalSection);
- }
- void DynamicThreadArray::AddDynamicThreadHandle(HANDLE hThread, bool bAdd)
- {
- Initialize();
- if(hThread)
- {
- EnterCriticalSection(&mCriticalSection);
- if(bAdd)
- {
- for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
- {
- if(mhDynamicThreadArray[i] == kThreadIdInvalid)
- {
- mhDynamicThreadArray[i] = hThread;
- hThread = kThreadIdInvalid; // This tells us that we succeeded, and we'll use this result below.
- break;
- }
- }
- EAT_ASSERT(hThread == kThreadIdInvalid); // Assert that there was enough room (that the above loop found a spot).
- if(hThread != kThreadIdInvalid) // If not, then we need to free the handle.
- CloseHandle(hThread); // This matches the DuplicateHandle call we made below.
- }
- else
- {
- for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
- {
- if(mhDynamicThreadArray[i] == hThread)
- {
- CloseHandle(hThread); // This matches the DuplicateHandle call we made below.
- mhDynamicThreadArray[i] = kThreadIdInvalid;
- break;
- }
- }
- // By design, we don't consider a non-found handle an error. It may simply be the
- // case that the given handle was not a dynamnic thread handle. Due to the way
- // Windows works, there's just no way for us to tell.
- }
- LeaveCriticalSection(&mCriticalSection);
- }
- }
- // Thread handle local storage.
- // We have this code here in order to cache the thread handles for
- // threads, so that the user gets a consistent return value from the
- // GetThreadId function for each unique thread.
- static DWORD dwThreadHandleTLS = TLS_OUT_OF_INDEXES; // We intentionally make this an independent variable so that it is initialized unilaterally on segment load.
- struct TLSAlloc
- {
- TLSAlloc()
- {
- if(dwThreadHandleTLS == TLS_OUT_OF_INDEXES) // It turns out that the user might have set this to a
- dwThreadHandleTLS = TlsAlloc(); // value before this constructor has run. So we check.
- }
- #if EATHREAD_TLSALLOC_DTOR_ENABLED
- // Since this class is used only as a static variable, this destructor would
- // only get called during module destruction: app quit or DLL unload.
- // In the case of DLL unload, we may have a problem if the DLL was unloaded
- // before threads created by it were destroyed. Whether the problem is significant
- // depends on the application. In most cases it won't be significant.
- //
- // We want to call TlsFree because not doing so results in a memory leak and eventual
- // exhaustion of TLS ids by the system.
- ~TLSAlloc()
- {
- if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
- {
- // We don't read the hThread stored at dwThreadHandleTLS and call CloseHandle
- // on it, as the DynamicThreadArray destructor will deal with closing any
- // thread handles this module knows about.
- TlsFree(dwThreadHandleTLS);
- dwThreadHandleTLS = TLS_OUT_OF_INDEXES;
- }
- }
- #endif
- };
- static TLSAlloc sTLSAlloc;
- void SetCurrentThreadHandle(HANDLE hThread, bool bDynamic)
- {
- // EAT_ASSERT(hThread != kThreadIdInvalid); We can't do this, as we can be intentionally called with an hThread of kThreadIdInvalid.
- if(dwThreadHandleTLS == TLS_OUT_OF_INDEXES) // This should generally always evaluate to true because we init dwThreadHandleTLS on startup.
- dwThreadHandleTLS = TlsAlloc();
- EAT_ASSERT(dwThreadHandleTLS != TLS_OUT_OF_INDEXES);
- if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
- {
- DynamicThreadArray::CheckDynamicThreadArray(false);
- if(bDynamic)
- {
- if(hThread != kThreadIdInvalid) // If adding the hThread...
- DynamicThreadArray::AddDynamicThreadHandle(hThread, true);
- else // Else removing the existing current thread handle...
- {
- HANDLE hThreadOld = TlsGetValue(dwThreadHandleTLS);
- if(hThreadOld != kThreadIdInvalid) // This should always evaluate to true in practice.
- DynamicThreadArray::AddDynamicThreadHandle(hThreadOld, false); // Will Close the dynamic thread handle if it is one.
- }
- }
- TlsSetValue(dwThreadHandleTLS, hThread);
- }
- }
- } // namespace Thread
- } // namespace EA
- EATHREADLIB_API EA::Thread::ThreadId EA::Thread::GetThreadId()
- {
- // We have some non-trivial code here because Windows doesn't provide a means for a
- // thread to read its own thread id (thread handle) in a consistent way.
- // If we have allocated thread-local storage for this module...
- if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
- {
- void* const pValue = TlsGetValue(dwThreadHandleTLS);
- if(pValue) // If the current thread's ThreadId has been previously saved...
- return pValue; // Under Win32, type ThreadId should be the same as HANDLE which should be the same as void*.
- // Else fall through and get the current thread handle and cache it so that next time the above code will succeed.
- }
- // In this case the thread was not created by EAThread. So we give
- // the thread a new Id, based on GetCurrentThread and DuplicateHandle.
- // GetCurrentThread returns a "pseudo handle" which isn't actually the
- // thread handle but is a hard-coded constant which means "current thread".
- // If you want to get a real thread handle then you need to call DuplicateHandle
- // on the pseudo handle. Every time you call DuplicateHandle you get a different
- // result, yet we want this GetThreadId function to return a consistent value
- // to the user, as that's what a rational user would expect. So after calling
- // DuplicateHandle we save the value for the next time the user calls this
- // function. We save the value in thread-local storage, so each unique thread
- // sees a unique view of GetThreadId.
- HANDLE hThread, hThreadPseudo = GetCurrentThread();
- BOOL bResult = DuplicateHandle(GetCurrentProcess(), hThreadPseudo, GetCurrentProcess(), &hThread, 0, true, DUPLICATE_SAME_ACCESS);
- EAT_ASSERT(bResult && (hThread != kThreadIdInvalid));
- if(bResult)
- EA::Thread::SetCurrentThreadHandle(hThread, true); // Need to eventually call CloseHandle on hThread, so we store it.
- return hThread;
- }
- EATHREADLIB_API EA::Thread::ThreadId EA::Thread::GetThreadId(EA::Thread::SysThreadId id)
- {
- EAThreadDynamicData* const pTDD = EA::Thread::FindThreadDynamicData(id);
- if(pTDD)
- {
- return pTDD->mhThread;
- }
- return EA::Thread::kThreadIdInvalid;
- }
- EATHREADLIB_API EA::Thread::SysThreadId EA::Thread::GetSysThreadId(ThreadId id)
- {
- #if defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64)
- // Win64 has this function natively.
- return ::GetThreadId(id);
- // Fast implementation of this, which has been verified:
- // uintptr_t pTIB = __readgsqword(0x30);
- // uint32_t threadId = *((uint32_t*)(((uint8_t*)pTIB) + 0x48));
- // return (EA::Thread::SysThreadId)threadId;
- #elif defined(EA_PLATFORM_WIN32)
- // What we do here is first try to use the GetThreadId function, which is
- // available on some later versions of WinXP and later OSs. If that doesn't
- // work then we are using an earlier OS and we use the NtQueryInformationThread
- // kernel function to read thread info.
- typedef DWORD (WINAPI *GetThreadIdFunc)(HANDLE);
- typedef BOOL (WINAPI *NtQueryInformationThreadFunc)(HANDLE, int, PVOID, ULONG, PULONG);
- // We implement our own manual version of static variables here. We do this because
- // the static variable mechanism the compiler provides wouldn't provide thread
- // safety for us.
- static volatile bool sInitialized = false;
- static GetThreadIdFunc spGetThreadIdFunc = NULL;
- static NtQueryInformationThreadFunc spNtQueryInformationThread = NULL;
- if(!sInitialized)
- {
- HMODULE hKernel32 = GetModuleHandleA("kernel32.dll");
- if(hKernel32)
- spGetThreadIdFunc = (GetThreadIdFunc)(uintptr_t)GetProcAddress(hKernel32, "GetThreadId");
- if(!spGetThreadIdFunc)
- {
- HMODULE hNTDLL = GetModuleHandleA("ntdll.dll");
- if(hNTDLL)
- spNtQueryInformationThread = (NtQueryInformationThreadFunc)(uintptr_t)GetProcAddress(hNTDLL, "NtQueryInformationThread");
- }
- sInitialized = true;
- }
- if(spGetThreadIdFunc)
- return (SysThreadId)spGetThreadIdFunc(id);
- if(spNtQueryInformationThread)
- {
- struct THREAD_BASIC_INFORMATION_WIN32
- {
- BOOL ExitStatus;
- PVOID TebBaseAddress;
- DWORD UniqueProcessId;
- DWORD UniqueThreadId;
- DWORD AffinityMask;
- DWORD Priority;
- DWORD BasePriority;
- };
- THREAD_BASIC_INFORMATION_WIN32 tbi;
- if(spNtQueryInformationThread(id, 0, &tbi, sizeof(tbi), NULL) == 0)
- return (SysThreadId)tbi.UniqueThreadId;
- }
- return kSysThreadIdInvalid;
- #endif
- }
- EATHREADLIB_API EA::Thread::SysThreadId EA::Thread::GetSysThreadId()
- {
- return ::GetCurrentThreadId();
- }
- EATHREADLIB_API int EA::Thread::GetThreadPriority()
- {
- const int nPriority = ::GetThreadPriority(GetCurrentThread());
- return kThreadPriorityDefault + (nPriority - THREAD_PRIORITY_NORMAL);
- }
- EATHREADLIB_API bool EA::Thread::SetThreadPriority(int nPriority)
- {
- EAT_ASSERT(nPriority != kThreadPriorityUnknown);
- int nNewPriority = THREAD_PRIORITY_NORMAL + (nPriority - kThreadPriorityDefault);
- bool result = ::SetThreadPriority(GetCurrentThread(), nNewPriority) != 0;
- // Windows process running in NORMAL_PRIORITY_CLASS is picky about the priority passed in.
- // So we need to set the priority to the next priority supported
- #if defined(EA_PLATFORM_WINDOWS) || defined(EA_PLATFORM_XBOXONE)
- HANDLE thread = GetCurrentThread();
- while(!result)
- {
- if (nNewPriority >= THREAD_PRIORITY_TIME_CRITICAL)
- return ::SetThreadPriority(thread, THREAD_PRIORITY_TIME_CRITICAL) != 0;
- if (nNewPriority <= THREAD_PRIORITY_IDLE)
- return ::SetThreadPriority(thread, THREAD_PRIORITY_IDLE) != 0;
- result = ::SetThreadPriority(thread, nNewPriority) != 0;
- nNewPriority++;
- }
- #endif
- return result;
- }
- EATHREADLIB_API void EA::Thread::SetThreadProcessor(int nProcessor)
- {
- #if defined(EA_PLATFORM_XBOXONE)
- DWORD mask = 0xFF; //Default to all
- if (nProcessor >= 0)
- mask = (DWORD)(1 << nProcessor);
- SetThreadAffinityMask(GetCurrentThread(), mask);
- #else
- static const int nProcessorCount = GetProcessorCount();
- if(nProcessor < 0)
- nProcessor = MAXIMUM_PROCESSORS; // This cases the SetThreadIdealProcessor to reset to 'no ideal processor'.
- else
- {
- if(nProcessor >= nProcessorCount)
- nProcessor %= nProcessorCount;
- }
- // SetThreadIdealProcessor differs from SetThreadAffinityMask in that SetThreadIdealProcessor is not
- // a strict assignment, and it allows the OS to move the thread if the ideal processor is busy.
- // SetThreadAffinityMask is a more rigid assignment, but it can result in slower performance and
- // possibly hangs due to processor contention between threads. For Windows we use SetIdealThreadProcessor
- // in the name of safety and likely better overall performance.
- SetThreadIdealProcessor(GetCurrentThread(), (DWORD)nProcessor);
- #endif
- }
- void* EA::Thread::GetThreadStackBase()
- {
- #if defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC)
- // Offset 0x18 from the FS segment register gives a pointer to
- // the thread information block for the current thread
- // VC++ also offers the __readfsdword() intrinsic, which would be better to use here.
- NT_TIB* pTib;
- __asm {
- mov eax, fs:[18h]
- mov pTib, eax
- }
- return (void*)pTib->StackBase;
- #elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64) && defined(EA_COMPILER_MSVC)
- // VC++ also offers the __readgsdword() intrinsic, which is an alternative which could
- // retrieve the current thread TEB if the following proves unreliable.
- PNT_TIB64 pTib = reinterpret_cast<PNT_TIB64>(NtCurrentTeb());
- return (void*)pTib->StackBase;
- #elif defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_GCC)
- NT_TIB* pTib;
- asm ( "movl %%fs:0x18, %0\n"
- : "=r" (pTib)
- );
- return (void*)pTib->StackBase;
- #endif
- }
- #if defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC) && (EA_COMPILER_VERSION >= 1400)
- // People report on the Internet that this function can get you what CPU the current thread
- // is running on. But that's false, as this function has been seen to return values greater than
- // the number of physical or real CPUs present. For example, this function returns 6 for my
- // Single CPU that's dual-hyperthreaded.
- static int GetCurrentProcessorNumberCPUID()
- {
- _asm { mov eax, 1 }
- _asm { cpuid }
- _asm { shr ebx, 24 }
- _asm { mov eax, ebx }
- }
- int GetCurrentProcessorNumberXP()
- {
- int cpuNumber = GetCurrentProcessorNumberCPUID();
- int cpuCount = EA::Thread::GetProcessorCount();
- return (cpuNumber % cpuCount); // I don't know if this is the right thing to do, but it's better than returning an impossible number and Windows XP is a fading OS as it is.
- }
- #endif
- EATHREADLIB_API int EA::Thread::GetThreadProcessor()
- {
- #if defined(EA_PLATFORM_WIN32)
- // Only Windows Vista and later provides GetCurrentProcessorNumber.
- // So we must dynamically link to this function.
- static EA_THREAD_LOCAL bool bInitialized = false;
- static EA_THREAD_LOCAL DWORD (WINAPI *pfnGetCurrentProcessorNumber)() = NULL;
- if(!bInitialized)
- {
- HMODULE hKernel32 = GetModuleHandleA("KERNEL32.DLL");
- if(hKernel32)
- pfnGetCurrentProcessorNumber = (DWORD (WINAPI*)())(uintptr_t)GetProcAddress(hKernel32, "GetCurrentProcessorNumber");
- bInitialized = true;
- }
- if(pfnGetCurrentProcessorNumber)
- return (int)(unsigned)pfnGetCurrentProcessorNumber();
- #if defined(EA_PLATFORM_WINDOWS) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC) && (EA_COMPILER_MSVC >= 1400)
- return GetCurrentProcessorNumberXP();
- #else
- return 0;
- #endif
- #elif defined(EA_PLATFORM_WIN64)
- static EA_THREAD_LOCAL bool bInitialized = false;
- static EA_THREAD_LOCAL DWORD (WINAPI *pfnGetCurrentProcessorNumber)() = NULL;
- if(!bInitialized)
- {
- HMODULE hKernel32 = GetModuleHandleA("KERNEL32.DLL"); // Yes, we want to use Kernel32.dll. There is no Kernel64.dll on Win64.
- if(hKernel32)
- pfnGetCurrentProcessorNumber = (DWORD (WINAPI*)())(uintptr_t)GetProcAddress(hKernel32, "GetCurrentProcessorNumber");
- bInitialized = true;
- }
- if(pfnGetCurrentProcessorNumber)
- return (int)(unsigned)pfnGetCurrentProcessorNumber();
- return 0;
- #else
- return (int)(unsigned)GetCurrentProcessorNumber();
- #endif
- }
-
- EATHREADLIB_API void EA::Thread::SetThreadAffinityMask(const EA::Thread::ThreadId& id, ThreadAffinityMask nAffinityMask)
- {
- // Update the affinity mask in the thread dynamic data cache.
- EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
- if(pTDD)
- {
- pTDD->mnThreadAffinityMask = nAffinityMask;
- }
- #if EATHREAD_THREAD_AFFINITY_MASK_SUPPORTED
- #if defined(EA_PLATFORM_XBOXONE)
- DWORD_PTR nProcessorCountMask = 0x7F; // default to all 7 available cores.
- #else
- DWORD_PTR nProcessorCountMask = (DWORD_PTR)1 << GetProcessorCount();
- #endif
- // Call the Windows library function.
- DWORD_PTR nProcessAffinityMask, nSystemAffinityMask;
- if(EA_LIKELY(GetProcessAffinityMask(GetCurrentProcess(), &nProcessAffinityMask, &nSystemAffinityMask)))
- nProcessorCountMask = nProcessAffinityMask;
-
- nAffinityMask &= nProcessorCountMask;
- auto opResult = ::SetThreadAffinityMask(id, static_cast<DWORD_PTR>(nAffinityMask));
- EA_UNUSED(opResult);
- EAT_ASSERT_FORMATTED(opResult != 0, "The Windows platform SetThreadAffinityMask failed. GetLastError %x", GetLastError());
- #endif
- }
- EATHREADLIB_API EA::Thread::ThreadAffinityMask EA::Thread::GetThreadAffinityMask(const EA::Thread::ThreadId& id)
- {
- // Update the affinity mask in the thread dynamic data cache.
- EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
- if(pTDD)
- {
- return pTDD->mnThreadAffinityMask;
- }
- return kThreadAffinityMaskAny;
- }
- // Internal SetThreadName API's so we don't repeat the implementations
- namespace EA {
- namespace Thread {
- namespace Internal {
- bool PixSetThreadName(EA::Thread::ThreadId threadId, const char* pName)
- {
- EA_UNUSED(threadId); EA_UNUSED(pName);
- bool result = true;
- #if (defined(EA_PLATFORM_XBOXONE) && EA_CAPILANO_DBG_ENABLED == 1)
- wchar_t wName[EATHREAD_NAME_SIZE];
- mbstowcs(wName, pName, EATHREAD_NAME_SIZE);
- result = (::SetThreadName(threadId, wName) == TRUE); // requires toolhelpx.lib
- EAT_ASSERT(result);
- #endif
- return result;
- }
- bool WinSetThreadName(EA::Thread::ThreadId threadId, const char* pName)
- {
- bool result = true;
- typedef HRESULT(WINAPI *SetThreadDescription)(HANDLE hThread, PCWSTR lpThreadDescription);
- // Check if Windows Operating System has the 'SetThreadDescription" API.
- auto pSetThreadDescription = (SetThreadDescription)GetProcAddress(GetModuleHandleA("kernel32.dll"), "SetThreadDescription");
- if (pSetThreadDescription)
- {
- wchar_t wName[EATHREAD_NAME_SIZE];
- mbstowcs(wName, pName, EATHREAD_NAME_SIZE);
- result = SUCCEEDED(pSetThreadDescription(threadId, wName));
- EAT_ASSERT(result);
- }
- return result;
- }
-
- void WinSetThreadNameByException(EA::Thread::SysThreadId threadId, const char* pName)
- {
- struct ThreadNameInfo
- {
- DWORD dwType;
- LPCSTR lpName;
- DWORD dwThreadId;
- DWORD dwFlags;
- };
- // This setjmp/longjmp weirdness is here to work around an apparent bug in the VS2013 debugger,
- // whereby EBX will be trashed on return from RaiseException, causing bad things to happen in code
- // which runs later. This only seems to happen when a debugger is attached and there's some managed
- // code in the process.
- jmp_buf jmpbuf;
- EA_DISABLE_VC_WARNING(4611)
- if (!setjmp(jmpbuf))
- {
- ThreadNameInfo threadNameInfo = {0x1000, pName, threadId, 0};
- __try { RaiseException(0x406D1388, 0, sizeof(threadNameInfo) / sizeof(ULONG_PTR), (CONST ULONG_PTR*)(uintptr_t)&threadNameInfo); }
- __except (GetExceptionCode() == 0x406D1388 ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH) { }
- longjmp(jmpbuf, 1);
- }
- EA_RESTORE_VC_WARNING()
- }
- void SetThreadName(EAThreadDynamicData* pTDD, const char* pName)
- {
- strncpy(pTDD->mName, pName, EATHREAD_NAME_SIZE);
- pTDD->mName[EATHREAD_NAME_SIZE - 1] = 0;
- #if defined(EA_PLATFORM_WINDOWS) && defined(EA_COMPILER_MSVC) || (defined(EA_PLATFORM_XBOXONE))
- if(pTDD->mName[0] && (pTDD->mhThread != EA::Thread::kThreadIdInvalid))
- {
- #if EATHREAD_NAMING == EATHREAD_NAMING_DISABLED
- bool namingEnabled = false;
- #elif EATHREAD_NAMING == EATHREAD_NAMING_ENABLED
- bool namingEnabled = true;
- #else
- bool namingEnabled = IsDebuggerPresent();
- #endif
- if(namingEnabled)
- {
- PixSetThreadName(pTDD->mhThread, pTDD->mName);
- WinSetThreadName(pTDD->mhThread, pTDD->mName);
- WinSetThreadNameByException(pTDD->mnThreadId, pTDD->mName);
- }
- }
- #endif
- }
- } // namespace Internal
- } // namespace Thread
- } // namespace EA
- EATHREADLIB_API void EA::Thread::SetThreadName(const char* pName) { SetThreadName(GetThreadId(), pName); }
- EATHREADLIB_API const char* EA::Thread::GetThreadName() { return GetThreadName(GetThreadId()); }
- EATHREADLIB_API void EA::Thread::SetThreadName(const EA::Thread::ThreadId& id, const char* pName)
- {
- EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
- if(pTDD)
- {
- Internal::SetThreadName(pTDD, pName);
- }
- }
- EATHREADLIB_API const char* EA::Thread::GetThreadName(const EA::Thread::ThreadId& id)
- {
- EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
- return pTDD ? pTDD->mName : "";
- }
- EATHREADLIB_API int EA::Thread::GetProcessorCount()
- {
- #if defined(EA_PLATFORM_XBOXONE)
- // Capilano has 7-ish physical CPUs available to titles. We can access 50 - 90% of the 7th Core.
- // Check platform documentation for details.
- DWORD_PTR ProcessAffinityMask;
- DWORD_PTR SystemAffinityMask;
- unsigned long nCoreCount = 6;
- if(EA_LIKELY(GetProcessAffinityMask(GetCurrentProcess(), &ProcessAffinityMask, &SystemAffinityMask)))
- {
- _BitScanForward(&nCoreCount, (unsigned long)~ProcessAffinityMask);
- }
- return (int) nCoreCount;
- #elif defined(EA_PLATFORM_WINDOWS)
- static int nProcessorCount = 0; // This doesn't really need to be an atomic integer.
- if(nProcessorCount == 0)
- {
- // A better function to use would possibly be KeQueryActiveProcessorCount
- // (NTKERNELAPI ULONG KeQueryActiveProcessorCount(PKAFFINITY ActiveProcessors))
- SYSTEM_INFO systemInfo;
- memset(&systemInfo, 0, sizeof(systemInfo));
- GetSystemInfo(&systemInfo);
- nProcessorCount = (int)systemInfo.dwNumberOfProcessors;
- }
- return nProcessorCount;
- #else
- static int nProcessorCount = 0; // This doesn't really need to be an atomic integer.
- if(nProcessorCount == 0)
- {
- // A better function to use would possibly be KeQueryActiveProcessorCount
- // (NTKERNELAPI ULONG KeQueryActiveProcessorCount(PKAFFINITY ActiveProcessors))
- SYSTEM_INFO systemInfo;
- memset(&systemInfo, 0, sizeof(systemInfo));
- GetNativeSystemInfo(&systemInfo);
- nProcessorCount = (int)systemInfo.dwNumberOfProcessors;
- }
- return nProcessorCount;
- #endif
- }
- EATHREADLIB_API void EA::Thread::ThreadSleep(const ThreadTime& timeRelative)
- {
- // Sleep(0) sleeps the current thread if any other thread of equal priority is ready to run.
- // Sleep(n) sleeps the current thread for up to n milliseconds if there is any other thread of any priority ready to run.
- // SwitchToThread() sleeps the current thread for one time slice if there is any other thread of any priority ready to run.
- if(timeRelative == 0)
- SwitchToThread(); // It's debateable whether we should do a SwitchToThread or a Sleep(0) here.
- else // The only difference is that the former allows threads of lower priority to execute.
- SleepEx((unsigned)timeRelative, TRUE);
- }
- namespace EA {
- namespace Thread {
- extern EAThreadDynamicData* FindThreadDynamicData(ThreadId threadId);
- extern EAThreadDynamicData* FindThreadDynamicData(SysThreadId sysThreadId);
- }
- }
- void EA::Thread::ThreadEnd(intptr_t threadReturnValue)
- {
- EAThreadDynamicData* const pTDD = FindThreadDynamicData(GetThreadId());
- if(pTDD)
- {
- pTDD->mnStatus = Thread::kStatusEnded;
- pTDD->mnReturnValue = threadReturnValue;
- pTDD->Release();
- }
- EA::Thread::SetCurrentThreadHandle(kThreadIdInvalid, true); // We use 'true' here just to be safe, as we don't know who is calling this function.
- #if defined(EA_PLATFORM_XBOXONE)
- // _endthreadex is not supported on Capilano because it's not compatible with C++/CX and /ZW. Use of ExitThread could result in memory leaks
- // as ExitThread does not clean up memory allocated by the C runtime library.
- // https://forums.xboxlive.com/AnswerPage.aspx?qid=47c1607c-bb18-4bc4-a79a-a40c59444ff3&tgt=1
- ExitThread(static_cast<DWORD>(threadReturnValue));
- #elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PLATFORM_CONSOLE) && !defined(EA_PLATFORM_XBOXONE)
- EAT_FAIL_MSG("EA::Thread::ThreadEnd: Not supported by this platform.");
- #else
- _endthreadex((unsigned int)threadReturnValue);
- #endif
- }
- EATHREADLIB_API EA::Thread::ThreadTime EA::Thread::GetThreadTime()
- {
- // We choose to use GetTickCount because it low overhead and
- // still yields values that have a precision in the same range
- // as the Win32 thread time slice time. In particular:
- // rdtsc takes ~5 cycles and has a nanosecond resolution. But it is unreliable
- // GetTickCount() takes ~80 cycles and has ~15ms resolution.
- // timeGetTime() takes ~350 cpu cycles and has 1ms resolution.
- // QueryPerformanceCounter() takes ~3000 cpu cycles on most machines and has ~1us resolution.
- // We add EATHREAD_MIN_ABSOLUTE_TIME to this absolute time to ensure this absolute time is never less than our min
- // (This fix was required because GetTickCount64 starts at 0x0 for titles on capilano)
- #if defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64)
- return (ThreadTime)(GetTickCount64() + EATHREAD_MIN_ABSOLUTE_TIME);
- #else // Note that this value matches the value used by some runtime assertion code within EA::Thread. It would be best to define this as a shared constant between modules.
- return (ThreadTime)(GetTickCount() + EATHREAD_MIN_ABSOLUTE_TIME);
- #endif
- }
- EATHREADLIB_API void EA::Thread::SetAssertionFailureFunction(EA::Thread::AssertionFailureFunction pAssertionFailureFunction, void* pContext)
- {
- gpAssertionFailureFunction = pAssertionFailureFunction;
- gpAssertionFailureContext = pContext;
- }
- EATHREADLIB_API void EA::Thread::AssertionFailure(const char* pExpression)
- {
- if(gpAssertionFailureFunction)
- gpAssertionFailureFunction(pExpression, gpAssertionFailureContext);
- else
- {
- #if EAT_ASSERT_ENABLED
- OutputDebugStringA("EA::Thread::AssertionFailure: ");
- OutputDebugStringA(pExpression);
- OutputDebugStringA("\n");
- #ifdef EA_COMPILER_MSVC
- __debugbreak();
- #endif
- #endif
- }
- }
- uint32_t EA::Thread::RelativeTimeoutFromAbsoluteTimeout(ThreadTime timeoutAbsolute)
- {
- EAT_ASSERT((timeoutAbsolute == kTimeoutImmediate) || (timeoutAbsolute > EATHREAD_MIN_ABSOLUTE_TIME)); // Assert that the user didn't make the mistake of treating time as relative instead of absolute.
- DWORD timeoutRelative = 0;
- if (timeoutAbsolute == kTimeoutNone)
- {
- timeoutRelative = INFINITE;
- }
- else if (timeoutAbsolute == kTimeoutImmediate)
- {
- timeoutRelative = 0;
- }
- else
- {
- ThreadTime timeCurrent(GetThreadTime());
- timeoutRelative = (timeoutAbsolute > timeCurrent) ? static_cast<DWORD>(timeoutAbsolute - timeCurrent) : 0;
- }
- EAT_ASSERT((timeoutRelative == INFINITE) || (timeoutRelative < 100000000)); // Assert that the timeout is a sane value and didn't wrap around.
- return timeoutRelative;
- }
- #endif // EA_PLATFORM_XXX
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