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https://github.com/Ryujinx/Ryujinx.git
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a694420d11
* Implement speculative translation on the cpu, and change the way how branches to unknown or untranslated addresses works * Port t0opt changes and other cleanups * Change namespace from translation related classes to ChocolArm64.Translation, other minor tweaks * Fix typo * Translate higher quality code for indirect jumps aswell, and on some cases that were missed when lower quality (tier 0) code was available * Remove debug print * Remove direct argument passing optimization, and enable tail calls for BR instructions * Call delegates directly with Callvirt rather than calling Execute, do not emit calls for tier 0 code * Remove unused property * Rename argument on ArmSubroutine delegate
83 lines
No EOL
2.2 KiB
C#
83 lines
No EOL
2.2 KiB
C#
using System.Collections.Concurrent;
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using System.Threading;
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namespace ChocolArm64.Translation
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{
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class TranslatorQueue
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{
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//This is the maximum number of functions to be translated that the queue can hold.
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//The value may need some tuning to find the sweet spot.
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private const int MaxQueueSize = 1024;
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private ConcurrentStack<TranslatorQueueItem>[] _translationQueue;
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private ManualResetEvent _queueDataReceivedEvent;
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private bool _signaled;
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public TranslatorQueue()
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{
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_translationQueue = new ConcurrentStack<TranslatorQueueItem>[(int)TranslationTier.Count];
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for (int prio = 0; prio < _translationQueue.Length; prio++)
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{
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_translationQueue[prio] = new ConcurrentStack<TranslatorQueueItem>();
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}
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_queueDataReceivedEvent = new ManualResetEvent(false);
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}
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public void Enqueue(TranslatorQueueItem item)
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{
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ConcurrentStack<TranslatorQueueItem> queue = _translationQueue[(int)item.Tier];
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if (queue.Count >= MaxQueueSize)
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{
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queue.TryPop(out _);
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}
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queue.Push(item);
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_queueDataReceivedEvent.Set();
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}
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public bool TryDequeue(out TranslatorQueueItem item)
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{
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for (int prio = 0; prio < _translationQueue.Length; prio++)
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{
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if (_translationQueue[prio].TryPop(out item))
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{
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return true;
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}
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}
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item = default(TranslatorQueueItem);
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return false;
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}
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public void WaitForItems()
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{
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_queueDataReceivedEvent.WaitOne();
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lock (_queueDataReceivedEvent)
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{
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if (!_signaled)
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{
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_queueDataReceivedEvent.Reset();
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}
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}
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}
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public void ForceSignal()
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{
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lock (_queueDataReceivedEvent)
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{
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_signaled = true;
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_queueDataReceivedEvent.Set();
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_queueDataReceivedEvent.Close();
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}
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}
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}
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} |