Files
Xenia-Canary/src/xenia/cpu/thread_state.cc
2015-05-03 22:01:31 -07:00

104 lines
3.2 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/cpu/thread_state.h"
#include "xenia/base/assert.h"
#include "xenia/base/threading.h"
#include "xenia/cpu/runtime.h"
namespace xe {
namespace cpu {
using namespace xe::cpu;
using PPCContext = xe::cpu::frontend::PPCContext;
thread_local ThreadState* thread_state_ = nullptr;
ThreadState::ThreadState(Runtime* runtime, uint32_t thread_id,
uint32_t stack_address, uint32_t stack_size,
uint32_t thread_state_address)
: runtime_(runtime),
memory_(runtime->memory()),
thread_id_(thread_id),
name_(""),
backend_data_(0),
stack_size_(stack_size),
thread_state_address_(thread_state_address) {
if (thread_id_ == UINT_MAX) {
// System thread. Assign the system thread ID with a high bit
// set so people know what's up.
uint32_t system_thread_handle = xe::threading::current_thread_id();
thread_id_ = 0x80000000 | system_thread_handle;
}
backend_data_ = runtime->backend()->AllocThreadData();
if (!stack_address) {
stack_address_ = memory()->SystemHeapAlloc(stack_size);
stack_allocated_ = true;
} else {
stack_address_ = stack_address;
stack_allocated_ = false;
}
assert_not_zero(stack_address_);
// Allocate with 64b alignment.
context_ =
reinterpret_cast<PPCContext*>(_aligned_malloc(sizeof(PPCContext), 64));
assert_true(((uint64_t)context_ & 0x3F) == 0);
std::memset(context_, 0, sizeof(PPCContext));
// Stash pointers to common structures that callbacks may need.
context_->reserve_address = memory_->reserve_address();
context_->reserve_value = memory_->reserve_value();
context_->virtual_membase = memory_->virtual_membase();
context_->physical_membase = memory_->physical_membase();
context_->runtime = runtime;
context_->thread_state = this;
context_->thread_id = thread_id_;
// Set initial registers.
context_->r[1] = stack_address_ + stack_size;
context_->r[13] = thread_state_address_;
// Pad out stack a bit, as some games seem to overwrite the caller by about
// 16 to 32b.
context_->r[1] -= 64;
runtime_->debugger()->OnThreadCreated(this);
}
ThreadState::~ThreadState() {
runtime_->debugger()->OnThreadDestroyed(this);
if (backend_data_) {
runtime_->backend()->FreeThreadData(backend_data_);
}
if (thread_state_ == this) {
thread_state_ = nullptr;
}
_aligned_free(context_);
if (stack_allocated_) {
memory()->SystemHeapFree(stack_address_);
}
}
void ThreadState::Bind(ThreadState* thread_state) {
thread_state_ = thread_state;
}
ThreadState* ThreadState::Get() { return thread_state_; }
uint32_t ThreadState::GetThreadID() { return thread_state_->thread_id_; }
} // namespace cpu
} // namespace xe