N3DS: Semaphore fixes. (#6776)

* N3DS: Make Sem waits cooperative friendly.

The 3DS has a cooperative threading model. Sleeping after TryWait and
WaitTimeout avoid starving other threads. It inccurs a runtime penalty,
but it's better than having to hard reset your console to recover from
a deadlock.
main
Pierre Wendling 2022-12-11 14:27:16 -05:00 committed by GitHub
parent bb6abd7b03
commit 053ce39d67
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4 changed files with 34 additions and 27 deletions

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@ -25,3 +25,4 @@ cmake --install build
- SDL3_main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.

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@ -26,13 +26,14 @@
#include <3ds.h>
int WaitOnSemaphoreFor(SDL_sem *sem, Sint64 timeout);
struct SDL_semaphore
{
LightSemaphore semaphore;
};
SDL_sem *
SDL_CreateSemaphore(Uint32 initial_value)
SDL_sem *SDL_CreateSemaphore(Uint32 initial_value)
{
SDL_sem *sem;
@ -57,44 +58,46 @@ SDL_CreateSemaphore(Uint32 initial_value)
*/
void SDL_DestroySemaphore(SDL_sem *sem)
{
if (sem) {
SDL_free(sem);
}
SDL_free(sem);
}
int SDL_SemWaitTimeoutNS(SDL_sem *sem, Sint64 timeoutNS)
{
int retval;
if (sem == NULL) {
return SDL_InvalidParamError("sem");
}
if (timeoutNS == SDL_MUTEX_MAXWAIT) {
LightSemaphore_Acquire(&sem->semaphore, 1);
retval = 0;
} else {
int return_code = LightSemaphore_TryAcquire(&sem->semaphore, 1);
if (return_code != 0) {
/* FIXME: Does this code guarantee a wall clock timeout here?
* Can we handle sub-millisecond delays? */
u32 timeout = (u32)SDL_NS_TO_MS(timeoutNS);
for (u32 i = 0; i < timeout; i++) {
svcSleepThread(1000000LL);
return_code = LightSemaphore_TryAcquire(&sem->semaphore, 1);
if (return_code == 0) {
break;
}
}
}
retval = return_code != 0 ? SDL_MUTEX_TIMEDOUT : 0;
return 0;
}
return retval;
if (LightSemaphore_TryAcquire(&sem->semaphore, 1) != 0) {
return WaitOnSemaphoreFor(sem, timeoutNS);
}
return 0;
}
Uint32
SDL_SemValue(SDL_sem *sem)
int WaitOnSemaphoreFor(SDL_sem *sem, Sint64 timeout)
{
Uint64 stop_time = SDL_GetTicksNS() + timeout;
Uint64 current_time = SDL_GetTicksNS();
while (current_time < stop_time) {
if (LightSemaphore_TryAcquire(&sem->semaphore, 1) == 0) {
return 0;
}
/* 100 microseconds seems to be the sweet spot */
SDL_DelayNS(SDL_US_TO_NS(100));
current_time = SDL_GetTicksNS();
}
/* If we failed, yield to avoid starvation on busy waits */
SDL_DelayNS(1);
return SDL_MUTEX_TIMEDOUT;
}
Uint32 SDL_SemValue(SDL_sem *sem)
{
if (sem == NULL) {
SDL_InvalidParamError("sem");

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@ -49,8 +49,9 @@ static void ThreadEntry(void *arg)
int SDL_SYS_CreateThread(SDL_Thread *thread)
{
s32 priority = N3DS_THREAD_PRIORITY_MEDIUM;
s32 priority;
size_t stack_size = GetStackSize(thread->stacksize);
svcGetThreadPriority(&priority, CUR_THREAD_HANDLE);
thread->handle = threadCreate(ThreadEntry,
thread,

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@ -208,6 +208,8 @@ TestOverheadContended(SDL_bool try_wait)
}
/* Make sure threads consumed everything */
while (SDL_SemValue(sem)) {
/* Friendlier with cooperative threading models */
SDL_DelayNS(1);
}
}
end_ticks = SDL_GetTicks();