Files
TCPlayerbotCore/externals/g3dlite/G3D.lib/source/System.cpp
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Rat b86a4f58f1 added newest G3D(lite) + VS project files
stripped, but can be stripped more later

--HG--
branch : trunk
2010-06-07 00:09:54 +02:00

1865 lines
51 KiB
C++

/**
@file System.cpp
@maintainer Morgan McGuire, [email protected]
Note: every routine must call init() first.
There are two kinds of detection used in this file. At compile
time, the _MSC_VER #define is used to determine whether x86 assembly
can be used at all. At runtime, processor detection is used to
determine if we can safely call the routines that use that assembly.
@cite Rob Wyatt http://www.gamasutra.com/features/wyatts_world/19990709/processor_detection_01.htm
@cite Benjamin Jurke http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-ProcessorDetectionClass&forum=cotd&id=-1
@cite Michael Herf http://www.stereopsis.com/memcpy.html
@created 2003-01-25
@edited 2008-09-02
*/
#include "G3D/platform.h"
#include "G3D/System.h"
#include "G3D/debug.h"
#include "G3D/fileutils.h"
#include "G3D/TextOutput.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/Crypto.h"
#include "G3D/prompt.h"
#include "G3D/Log.h"
#include <time.h>
#include <cstring>
#include <cstdio>
// Uncomment the following line to turn off G3D::System memory
// allocation and use the operating system's malloc.
//#define NO_BUFFERPOOL
#if defined(__i386__) || defined(__x86_64__) || defined(G3D_WIN32)
# define G3D_NOT_OSX_PPC
#endif
#ifdef G3D_WIN32
# include <conio.h>
# include <sys/timeb.h>
# include "G3D/RegistryUtil.h"
#elif defined(G3D_LINUX)
#include <stdlib.h>
#include <stdio.h>
#include <errno.h>
#include <sys/types.h>
#include <sys/select.h>
#include <termios.h>
#include <unistd.h>
#include <sys/ioctl.h>
#include <sys/time.h>
#include <pthread.h>
#elif defined(G3D_OSX)
#include <stdlib.h>
#include <stdio.h>
#include <errno.h>
#include <sys/types.h>
#include <sys/sysctl.h>
#include <sys/select.h>
#include <sys/time.h>
#include <termios.h>
#include <unistd.h>
#include <pthread.h>
#include <mach-o/arch.h>
#include <sstream>
#include <CoreServices/CoreServices.h>
#endif
#if defined(SSE)
#include <xmmintrin.h>
#endif
namespace G3D {
struct CpuInfo
{
public:
int m_cpuSpeed;
bool m_hasCPUID;
bool m_hasRDTSC;
bool m_hasMMX;
bool m_hasSSE;
bool m_hasSSE2;
bool m_hasSSE3;
bool m_has3DNOW;
char m_cpuVendorStr[1024];
};
// helper macro to call cpuid functions and return all values
#ifdef _MSC_VER
// VC on Intel
# define CALL_CPUID(func, areg, breg, creg, dreg) \
__asm mov eax, func \
__asm cpuid \
__asm mov areg, eax \
__asm mov breg, ebx \
__asm mov creg, ecx \
__asm mov dreg, edx
#elif defined(__GNUC__) && defined(G3D_OSX_INTEL)
// GCC on OS X intel
# define CALL_CPUID(func, areg, breg, creg, dreg) \
areg = 0; \
breg = 0; \
creg = 0; \
dreg = 0;
#else
// Any other compiler/platform, likely GCC
# define CALL_CPUID(func, areg, breg, creg, dreg) \
__asm__ ( \
"cpuid \n": \
"=a" (areg), \
"=b" (breg), \
"=c" (creg), \
"=d" (dreg): \
"a" (func) \
);
#endif
// this holds the data directory set by the application (currently GApp) for use by findDataFile
static char g_appDataDir[FILENAME_MAX] = "";
static CpuInfo g_cpuInfo = {
0, false, false, false, false, false, false, false, {'U', 'n', 'k', 'n', 'o', 'w', 'n', '\0'}};
static G3DEndian _machineEndian = G3D_LITTLE_ENDIAN;
static char _cpuArchCstr[1024];
static char _operatingSystemCstr[1024];
#ifdef G3D_WIN32
/** Used by getTick() for timing */
static LARGE_INTEGER _start;
static LARGE_INTEGER _counterFrequency;
#else
static struct timeval _start;
#endif
static char versionCstr[1024];
System::OutOfMemoryCallback System::outOfMemoryCallback = NULL;
#ifdef G3D_OSX
long System::m_OSXCPUSpeed;
double System::m_secondsPerNS;
#endif
/** The Real-World time of System::getTick() time 0. Set by initTime */
static RealTime realWorldGetTickTime0;
static unsigned int maxSupportedCPUIDLevel = 0;
static unsigned int maxSupportedExtendedLevel = 0;
/** Checks if the CPUID command is available on the processor (called from init) */
static void checkForCPUID();
/** ReadRead the standard processor extensions. Called from init(). */
static void getStandardProcessorExtensions();
/** Called from init */
static void initTime();
std::string System::findDataFile
(const std::string& full,
bool errorIfNotFound) {
if (fileExists(full)) {
return full;
}
std::string initialAppDataDir(g_appDataDir);
std::string name = filenameBaseExt(full);
std::string originalPath = filenamePath(full);
// Search several paths
Array<std::string> pathBase;
int backlen = 4;
// add what should be the current working directory
pathBase.append("");
// add application specified data directory to be searched first
pathBase.append(initialAppDataDir);
// try walking back along the directory tree
std::string prev = "";
for (int i = 0; i < backlen; ++i) {
pathBase.append(originalPath + prev);
prev = prev + "../";
}
prev = "../";
for (int i = 0; i < backlen; ++i) {
pathBase.append(prev);
prev = prev + "../";
}
// Hard-code in likely install directories
int ver = G3D_VER;
std::string lname = format("G3D-%d.%02d", ver / 10000, (ver / 100) % 100);
if (G3D_VER % 100 != 0) {
lname = lname + format("-b%02d/", ver % 100);
} else {
lname = lname + "/";
}
// Look in some other likely places
# ifdef G3D_WIN32
std::string lpath = "libraries/G3D/";
pathBase.append(std::string("c:/") + lpath);
pathBase.append(std::string("d:/") + lpath);
pathBase.append(std::string("e:/") + lpath);
pathBase.append(std::string("f:/") + lpath);
pathBase.append(std::string("g:/") + lpath);
pathBase.append(std::string("x:/") + lpath);
# endif
# if defined(G3D_LINUX)
pathBase.append("/usr/local/");
pathBase.append("/course/cs224/");
pathBase.append("/map/gfx0/common/games/");
# endif
# if defined(G3D_FREEBSD)
pathBase.append("/usr/local/");
pathBase.append("/usr/local/371/");
pathBase.append("/usr/cs-local/371/");
# endif
# if defined(G3D_OSX)
pathBase.append("/usr/local/" + lname);
pathBase.append("/Volumes/McGuire/Projects/");
# endif
// Add the library name to all variations
int N = pathBase.size();
for (int i = 0; i < N; ++i) {
pathBase.append(pathBase[i] + lname);
pathBase.append(pathBase[i] + "G3D/");
}
Array<std::string> subDir;
subDir.append("", "font/", "sky/", "gui/");
subDir.append("image/", "quake2/", "quake2/players/");
subDir.append("quake3/", "SuperShader/", "ifs/", "3ds/");
subDir.append("quake2/speedway/");
Array<std::string> path;
for (int p = 0; p < pathBase.size(); ++p) {
for (int s = 0; s < subDir.size(); ++s) {
path.append(pathBase[p] + subDir[s]);
path.append(pathBase[p] + "data/" + subDir[s]);
path.append(pathBase[p] + "data-files/" + subDir[s]);
}
}
for (int i = 0; i < path.length(); ++i) {
std::string filename = path[i] + name;
if (fileExists(filename)) {
logPrintf("\nWARNING: Could not find '%s' so '%s' "
"was substituted.\n", full.c_str(),
filename.c_str());
return filename;
}
}
if (errorIfNotFound) {
// Generate an error message
std::string locations;
for (int i = 0; i < path.size(); ++i) {
locations += path[i] + name + "\n";
}
alwaysAssertM(false, "Could not find '" + full + "' in:\n" + locations);
}
// Not found
return "";
}
void System::setAppDataDir(const std::string& path) {
// just copy the path, it needs to be valid
strncpy(g_appDataDir, path.c_str(), sizeof(g_appDataDir));
}
std::string demoFindData(bool errorIfNotFound) {
// Directories that might contain the data
Array<std::string> potential;
// Look back up the directory tree
std::string x = "../";
std::string f = "";
for (int i = 0; i < 6; ++i) {
potential.append(f);
f = f + x;
}
// Hard-code in likely install directories
int ver = G3D_VER;
std::string lname = format("G3D-%d.%02d", ver / 10000, (ver / 100) % 100);
if (G3D_VER % 100 != 0) {
lname = lname + format("-b%02d/", ver % 100);
} else {
lname = lname + "/";
}
std::string lpath = "libraries/" + lname;
#ifdef G3D_WIN32
potential.append(std::string("c:/") + lpath);
potential.append(std::string("d:/") + lpath);
potential.append(std::string("e:/") + lpath);
potential.append(std::string("f:/") + lpath);
potential.append(std::string("g:/") + lpath);
potential.append(std::string("x:/") + lpath);
#elif defined(G3D_LINUX)
potential.append("/usr/local/" + lname);
potential.append("/course/cs224/");
potential.append("/map/gfx0/common/games/");
#elif defined(G3D_FREEBSD)
potential.append("/usr/local/" + lname);
potential.append("/usr/local/371/")
potential.append("/usr/cs-local/371/")
#elif defined(G3D_OSX)
potential.append("/usr/local/" + lname);
potential.append("/Volumes/McGuire/Projects/");
potential.append("/Volumes/McGuire/Projects/G3D/");
#endif
// Scan all potentials for the font directory
for (int p = 0; p < potential.size(); ++p) {
std::string path = potential[p];
//debugPrintf("Looking at: %sdata\n", path.c_str());
if (fileExists(path + "data") && fileExists(path + "data/font")) {
return path + "data/";
}
if (fileExists(path + "data-files") && fileExists(path + "data-files/font")) {
return path + "data-files/";
}
}
if (errorIfNotFound) {
const char* choice[] = {"Exit"};
prompt("Demo Error", "The demo could not locate the data directory. "
"The data is required to run this demo. If you have not downloaded "
"the data zipfile, get it from http://g3d-cpp.sf.net. If you have "
"downloaded it, it needs to be no more than 4 directories above the "
"demo directory.", choice, 1, true);
}
return "";
}
bool System::hasCPUID() {
init();
return g_cpuInfo.m_hasCPUID;
}
bool System::hasRDTSC() {
init();
return g_cpuInfo.m_hasRDTSC;
}
bool System::hasSSE() {
init();
return g_cpuInfo.m_hasSSE;
}
bool System::hasSSE2() {
init();
return g_cpuInfo.m_hasSSE2;
}
bool System::hasSSE3() {
init();
return g_cpuInfo.m_hasSSE3;
}
bool System::hasMMX() {
init();
return g_cpuInfo.m_hasMMX;
}
bool System::has3DNow() {
init();
return g_cpuInfo.m_has3DNOW;
}
const std::string& System::cpuVendor() {
init();
static const std::string _cpuVendor = g_cpuInfo.m_cpuVendorStr;
return _cpuVendor;
}
G3DEndian System::machineEndian() {
init();
return _machineEndian;
}
const std::string& System::operatingSystem() {
init();
static const std::string _operatingSystem =_operatingSystemCstr;
return _operatingSystem;
}
const std::string& System::cpuArchitecture() {
init();
static const std::string _cpuArch = _cpuArchCstr;
return _cpuArch;
}
const std::string& System::build() {
const static std::string b =
# ifdef _DEBUG
"Debug";
# else
"Release";
# endif
return b;
}
const std::string& System::version() {
init();
static const std::string _version = versionCstr;
return _version;
}
void System::init() {
// Cannot use most G3D data structures or utility functions in here because
// they are not initialized.
static bool initialized = false;
if (initialized) {
return;
}
initialized = true;
if ((G3D_VER % 100) != 0) {
sprintf(versionCstr, "G3D %d.%02d beta %d",
G3D_VER / 10000,
(G3D_VER / 100) % 100,
G3D_VER % 100);
} else {
sprintf(versionCstr, "G3D %d.%02d",
G3D_VER / 10000,
(G3D_VER / 100) % 100);
}
// First of all we check if the CPUID command is available
checkForCPUID();
// Figure out if this machine is little or big endian.
{
int32 a = 1;
if (*(uint8*)&a == 1) {
_machineEndian = G3D_LITTLE_ENDIAN;
} else {
_machineEndian = G3D_BIG_ENDIAN;
}
}
# ifdef G3D_NOT_OSX_PPC
// Process the CPUID information
if (g_cpuInfo.m_hasCPUID) {
// We read the standard CPUID level 0x00000000 which should
// be available on every x86 processor. This fills out
// a string with the processor vendor tag.
unsigned int eaxreg = 0, ebxreg = 0, ecxreg = 0, edxreg = 0;
CALL_CPUID(0x00, eaxreg, ebxreg, ecxreg, edxreg);
// Then we connect the single register values to the vendor string
*((unsigned int*) g_cpuInfo.m_cpuVendorStr) = ebxreg;
*((unsigned int*) (g_cpuInfo.m_cpuVendorStr + 4)) = edxreg;
*((unsigned int*) (g_cpuInfo.m_cpuVendorStr + 8)) = ecxreg;
g_cpuInfo.m_cpuVendorStr[12] = '\0';
// We can also read the max. supported standard CPUID level
maxSupportedCPUIDLevel = eaxreg & 0xFFFF;
// Then we read the ext. CPUID level 0x80000000
CALL_CPUID(0x80000000, eaxreg, ebxreg, ecxreg, edxreg);
// ...to check the max. supported extended CPUID level
maxSupportedExtendedLevel = eaxreg;
// Then we switch to the specific processor vendors.
// Fill out _cpuArch based on this information. It will
// be overwritten by the next block of code on Windows,
// but on Linux will stand.
switch (ebxreg) {
case 0x756E6547: // GenuineIntel
strcpy(_cpuArchCstr, "Intel Processor");
break;
case 0x68747541: // AuthenticAMD
strcpy(_cpuArchCstr, "AMD Processor");
break;
case 0x69727943: // CyrixInstead
strcpy(_cpuArchCstr, "Cyrix Processor");
break;
default:
strcpy(_cpuArchCstr, "Unknown Processor Vendor");
break;
}
}
#endif // G3D_NOT_OSX_PPC
#ifdef G3D_WIN32
bool success = RegistryUtil::readInt32
("HKEY_LOCAL_MACHINE\\HARDWARE\\DESCRIPTION\\System\\CentralProcessor\\0", "~MHz", g_cpuInfo.m_cpuSpeed);
SYSTEM_INFO systemInfo;
GetSystemInfo(&systemInfo);
char* arch;
switch (systemInfo.wProcessorArchitecture) {
case PROCESSOR_ARCHITECTURE_INTEL:
arch = "Intel";
break;
case PROCESSOR_ARCHITECTURE_MIPS:
arch = "MIPS";
break;
case PROCESSOR_ARCHITECTURE_ALPHA:
arch = "Alpha";
break;
case PROCESSOR_ARCHITECTURE_PPC:
arch = "Power PC";
break;
default:
arch = "Unknown";
}
uint32 maxAddr = (uint32)systemInfo.lpMaximumApplicationAddress;
sprintf(_cpuArchCstr, "%d x %d-bit %s processor",
systemInfo.dwNumberOfProcessors,
(int)(::log((double)maxAddr) / ::log(2.0) + 2.0),
arch);
// _CPUSpeed / (1024.0 * 1024));
OSVERSIONINFO osVersionInfo;
osVersionInfo.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
success = GetVersionEx(&osVersionInfo) != 0;
if (success) {
sprintf(_operatingSystemCstr, "Windows %d.%d build %d Platform %d %s",
osVersionInfo.dwMajorVersion,
osVersionInfo.dwMinorVersion,
osVersionInfo.dwBuildNumber,
osVersionInfo.dwPlatformId,
osVersionInfo.szCSDVersion);
} else {
strcpy(_operatingSystemCstr, "Windows");
}
#elif defined(G3D_LINUX)
{
// Shell out to the 'uname' command
FILE* f = popen("uname -a", "r");
int len = 100;
char* r = (char*)::malloc(len * sizeof(char));
fgets(r, len, f);
// Remove trailing newline
if (r[strlen(r) - 1] == '\n') {
r[strlen(r) - 1] = '\0';
}
fclose(f);
strcpy(_operatingSystemCstr, r);
::free(r);
}
#elif defined(G3D_OSX)
// Operating System:
SInt32 macVersion;
Gestalt(gestaltSystemVersion, &macVersion);
int major = (macVersion >> 8) & 0xFF;
int minor = (macVersion >> 4) & 0xF;
int revision = macVersion & 0xF;
sprintf(_operatingSystemCstr, "OS X %x.%x.%x", major, minor, revision);
// Clock Cycle Timing Information:
Gestalt('pclk', &System::m_OSXCPUSpeed);
g_cpuInfo.m_cpuSpeed = iRound((double)m_OSXCPUSpeed / (1024 * 1024));
m_secondsPerNS = 1.0 / 1.0e9;
// System Architecture:
const NXArchInfo* pInfo = NXGetLocalArchInfo();
if (pInfo) {
strcpy(_cpuArchCstr, pInfo->description);
switch (pInfo->cputype) {
case CPU_TYPE_POWERPC:
switch(pInfo->cpusubtype){
case CPU_SUBTYPE_POWERPC_750:
case CPU_SUBTYPE_POWERPC_7400:
case CPU_SUBTYPE_POWERPC_7450:
strcpy(g_cpuInfo.m_cpuVendorStr, "Motorola");
break;
case CPU_SUBTYPE_POWERPC_970:
strcpy(g_cpuInfo.m_cpuVendorStr, "IBM");
break;
}
break;
case CPU_TYPE_I386:
strcpy(g_cpuInfo.m_cpuVendorStr, "Intel");
break;
}
}
#endif
initTime();
getStandardProcessorExtensions();
}
static void checkForCPUID() {
unsigned int bitChanged = 0;
// We've to check if we can toggle the flag register bit 21.
// If we can't the processor does not support the CPUID command.
#if defined(_MSC_VER)
__asm {
push eax
push ebx
pushfd
pushfd
pop eax
mov ebx, eax
xor eax, 0x00200000
push eax
popfd
pushfd
pop eax
popfd
xor eax, ebx
mov bitChanged, eax
pop ebx
pop eax
}
#elif defined(__GNUC__) && defined(i386) && !defined(G3D_OSX_INTEL)
// 32-bit g++
__asm__ (
"pushfl # Get original EFLAGS \n"
"pushfl \n"
"popl %%eax \n"
"movl %%eax, %%ecx \n"
"xorl $0x200000, %%eax # Flip ID bit in EFLAGS \n"
"pushl %%eax # Save new EFLAGS value on stack \n"
"popfl # Replace current EFLAGS value \n"
"pushfl # Get new EFLAGS \n"
"popl %%eax # Store new EFLAGS in EAX \n"
"popfl \n"
"xorl %%ecx, %%eax # Can not toggle ID bit, \n"
"movl %%eax, %0 # We have CPUID support \n"
: "=m" (bitChanged)
: // No inputs
: "%eax", "%ecx"
);
#elif defined(__GNUC__) && defined(__x86_64__) && !defined(G3D_OSX_INTEL)
// x86_64 has SSE and CPUID
bitChanged = 1;
#else
// Unknown architecture
bitChanged = 0;
#endif
g_cpuInfo.m_hasCPUID = ((bitChanged == 0) ? false : true);
}
void getStandardProcessorExtensions() {
#if !defined(G3D_OSX) || defined(G3D_OSX_INTEL)
if (! g_cpuInfo.m_hasCPUID) {
return;
}
unsigned int eaxreg = 0, ebxreg = 0, ecxreg = 0;
unsigned int features = 0;
// http://www.amd.com/us-en/assets/content_type/white_papers_and_tech_docs/25481.pdf
// call cpuid with function 0x01 in EAX
// Invoking CPUID with '1' in EAX fills out edx with a bit string.
// The bits of this value indicate the presence or absence of
// useful processor features.
CALL_CPUID(0x01, eaxreg, ebxreg, ecxreg, features);
#define checkBit(var, bit) ((var & (1 << bit)) ? true : false)
g_cpuInfo.m_hasRDTSC = checkBit(features, 16);
g_cpuInfo.m_hasMMX = checkBit(features, 23);
g_cpuInfo.m_hasSSE = checkBit(features, 25);
g_cpuInfo.m_hasSSE2 = checkBit(features, 26);
g_cpuInfo.m_hasSSE3 = checkBit(ecxreg, 0);
if (maxSupportedExtendedLevel >= 0x80000001) {
// function 0x80000001 changes bit 31 of edx to 3dnow support flag
CALL_CPUID(0x80000001, eaxreg, ebxreg, ecxreg, features);
g_cpuInfo.m_has3DNOW = checkBit(features, 31);
} else {
g_cpuInfo.m_has3DNOW = false;
}
#undef checkBit
#endif
}
#if defined(SSE)
// Copy in 128 bytes chunks, where each chunk contains 8*float32x4 = 8 * 4 * 4 bytes = 128 bytes
//
//
void memcpySSE2(void* dst, const void* src, int nbytes) {
int remainingBytes = nbytes;
if (nbytes > 128) {
// Number of chunks
int N = nbytes / 128;
float* restrict d = (float*)dst;
const float* restrict s = (const float*)src;
// Finish when the destination pointer has moved 8N elements
float* stop = d + (N * 8 * 4);
while (d < stop) {
// Inner loop unrolled 8 times
const __m128 r0 = _mm_loadu_ps(s);
const __m128 r1 = _mm_loadu_ps(s + 4);
const __m128 r2 = _mm_loadu_ps(s + 8);
const __m128 r3 = _mm_loadu_ps(s + 12);
const __m128 r4 = _mm_loadu_ps(s + 16);
const __m128 r5 = _mm_loadu_ps(s + 20);
const __m128 r6 = _mm_loadu_ps(s + 24);
const __m128 r7 = _mm_loadu_ps(s + 28);
_mm_storeu_ps(d, r0);
_mm_storeu_ps(d + 4, r1);
_mm_storeu_ps(d + 8, r2);
_mm_storeu_ps(d + 12, r3);
_mm_storeu_ps(d + 16, r4);
_mm_storeu_ps(d + 20, r5);
_mm_storeu_ps(d + 24, r6);
_mm_storeu_ps(d + 28, r7);
s += 32;
d += 32;
}
remainingBytes -= N * 8 * 4 * 4;
}
if (remainingBytes > 0) {
// Memcpy the rest
memcpy((uint8*)dst + (nbytes - remainingBytes), (const uint8*)src + (nbytes - remainingBytes), remainingBytes);
}
}
#else
// Fall back to memcpy
void memcpySSE2(void *dst, const void *src, int nbytes) {
memcpy(dst, src, nbytes);
}
#endif
#if defined(G3D_WIN32) && defined(SSE)
/** Michael Herf's fast memcpy */
void memcpyMMX(void* dst, const void* src, int nbytes) {
int remainingBytes = nbytes;
if (nbytes > 64) {
_asm {
mov esi, src
mov edi, dst
mov ecx, nbytes
shr ecx, 6 // 64 bytes per iteration
loop1:
movq mm1, 0[ESI] // Read in source data
movq mm2, 8[ESI]
movq mm3, 16[ESI]
movq mm4, 24[ESI]
movq mm5, 32[ESI]
movq mm6, 40[ESI]
movq mm7, 48[ESI]
movq mm0, 56[ESI]
movntq 0[EDI], mm1 // Non-temporal stores
movntq 8[EDI], mm2
movntq 16[EDI], mm3
movntq 24[EDI], mm4
movntq 32[EDI], mm5
movntq 40[EDI], mm6
movntq 48[EDI], mm7
movntq 56[EDI], mm0
add esi, 64
add edi, 64
dec ecx
jnz loop1
emms
}
remainingBytes -= ((nbytes >> 6) << 6);
}
if (remainingBytes > 0) {
// Memcpy the rest
memcpy((uint8*)dst + (nbytes - remainingBytes), (const uint8*)src + (nbytes - remainingBytes), remainingBytes);
}
}
#else
// Fall back to memcpy
void memcpyMMX(void *dst, const void *src, int nbytes) {
memcpy(dst, src, nbytes);
}
#endif
void System::memcpy(void* dst, const void* src, size_t numBytes) {
if (System::hasSSE2() && System::hasMMX()) {
G3D::memcpyMMX(dst, src, numBytes);
} else if (System::hasSSE() && System::hasMMX()) {
G3D::memcpyMMX(dst, src, numBytes);
} else {
::memcpy(dst, src, numBytes);
}
}
/** Michael Herf's fastest memset. n32 must be filled with the same
character repeated. */
#if defined(G3D_WIN32) && defined(SSE)
// On x86 processors, use MMX
void memfill(void *dst, int n32, unsigned long i) {
int originalSize = i;
int bytesRemaining = i;
if (i > 16) {
bytesRemaining = i % 16;
i -= bytesRemaining;
__asm {
movq mm0, n32
punpckldq mm0, mm0
mov edi, dst
loopwrite:
movntq 0[edi], mm0
movntq 8[edi], mm0
add edi, 16
sub i, 16
jg loopwrite
emms
}
}
if (bytesRemaining > 0) {
::memset((uint8*)dst + (originalSize - bytesRemaining), n32, bytesRemaining);
}
}
#else
// For non x86 processors, we fall back to the standard memset
void memfill(void *dst, int n32, unsigned long i) {
::memset(dst, n32, i);
}
#endif
void System::memset(void* dst, uint8 value, size_t numBytes) {
if (System::hasSSE() && System::hasMMX()) {
uint32 v = value;
v = v + (v << 8) + (v << 16) + (v << 24);
G3D::memfill(dst, v, numBytes);
} else {
::memset(dst, value, numBytes);
}
}
std::string& System::appName() {
static std::string n = filenameBase(currentProgramFilename());
return n;
}
std::string System::currentProgramFilename() {
char filename[2048];
#ifdef G3D_WIN32
{
GetModuleFileNameA(NULL, filename, sizeof(filename));
}
#else
{
int ret = readlink("/proc/self/exe", filename, sizeof(filename));
// In case of an error, leave the handling up to the caller
if (ret == -1) {
return "";
}
debugAssert((int)sizeof(filename) > ret);
// Ensure proper NULL termination
filename[ret] = 0;
}
#endif
return filename;
}
void System::sleep(RealTime t) {
// Overhead of calling this function.
static const RealTime OVERHEAD = .000006;
RealTime now = time();
RealTime wakeupTime = now + t - OVERHEAD;
RealTime remainingTime = wakeupTime - now;
RealTime sleepTime = 0;
while (remainingTime > 0) {
if (remainingTime > 0.001) {
// Safe to use Sleep with a time... sleep for half the remaining time
sleepTime = max(remainingTime * .5, 0.0005);
} else if (remainingTime > 0.0001) {
// Safe to use Sleep with a zero time;
// causes the program to yield only
// the current time slice, and then return.
sleepTime = 0;
} else {
// Not safe to use Sleep; busy wait
sleepTime = -1;
}
if (sleepTime >= 0) {
#ifdef G3D_WIN32
// Translate to milliseconds
Sleep((int)(sleepTime * 1e3));
#else
// Translate to microseconds
usleep((int)(sleepTime * 1e6));
#endif
}
now = time();
remainingTime = wakeupTime - now;
}
}
void System::consoleClearScreen() {
#ifdef G3D_WIN32
system("cls");
#else
system("clear");
#endif
}
bool System::consoleKeyPressed() {
#ifdef G3D_WIN32
return _kbhit() != 0;
#else
static const int STDIN = 0;
static bool initialized = false;
if (! initialized) {
// Use termios to turn off line buffering
termios term;
tcgetattr(STDIN, &term);
term.c_lflag &= ~ICANON;
tcsetattr(STDIN, TCSANOW, &term);
setbuf(stdin, NULL);
initialized = true;
}
#ifdef G3D_LINUX
int bytesWaiting;
ioctl(STDIN, FIONREAD, &bytesWaiting);
return bytesWaiting;
#else
timeval timeout;
fd_set rdset;
FD_ZERO(&rdset);
FD_SET(STDIN, &rdset);
timeout.tv_sec = 0;
timeout.tv_usec = 0;
return select(STDIN + 1, &rdset, NULL, NULL, &timeout);
#endif
#endif
}
int System::consoleReadKey() {
#ifdef G3D_WIN32
return _getch();
#else
char c;
read(0, &c, 1);
return c;
#endif
}
void initTime() {
#ifdef G3D_WIN32
if (QueryPerformanceFrequency(&_counterFrequency)) {
QueryPerformanceCounter(&_start);
}
struct _timeb t;
_ftime(&t);
realWorldGetTickTime0 = (RealTime)t.time - t.timezone * G3D::MINUTE + (t.dstflag ? G3D::HOUR : 0);
#else
gettimeofday(&_start, NULL);
// "sse" = "seconds since epoch". The time
// function returns the seconds since the epoch
// GMT (perhaps more correctly called UTC).
time_t gmt = time(NULL);
// No call to free or delete is needed, but subsequent
// calls to asctime, ctime, mktime, etc. might overwrite
// local_time_vals.
tm* localTimeVals = localtime(&gmt);
time_t local = gmt;
if (localTimeVals) {
// tm_gmtoff is already corrected for daylight savings.
local = local + localTimeVals->tm_gmtoff;
}
realWorldGetTickTime0 = local;
#endif
}
RealTime System::time() {
init();
#ifdef G3D_WIN32
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
return ((RealTime)(now.QuadPart - _start.QuadPart) /
_counterFrequency.QuadPart) + realWorldGetTickTime0;
#else
// Linux resolution defaults to 100Hz.
// There is no need to do a separate RDTSC call as gettimeofday
// actually uses RDTSC when on systems that support it, otherwise
// it uses the system clock.
struct timeval now;
gettimeofday(&now, NULL);
return (now.tv_sec - _start.tv_sec) +
(now.tv_usec - _start.tv_usec) / 1e6
+ realWorldGetTickTime0;
#endif
}
////////////////////////////////////////////////////////////////
#define REALPTR_TO_USERPTR(x) ((uint8*)(x) + sizeof (void *))
#define USERPTR_TO_REALPTR(x) ((uint8*)(x) - sizeof (void *))
#define REALBLOCK_SIZE(x) ((x) + sizeof (void *))
class BufferPool {
public:
/** Only store buffers up to these sizes (in bytes) in each pool->
Different pools have different management strategies.
A large block is preallocated for tiny buffers; they are used with
tremendous frequency. Other buffers are allocated as demanded.
Tiny buffers are 128 bytes long because that seems to align well with
cache sizes on many machines.
*/
enum {tinyBufferSize = 128, smallBufferSize = 1024, medBufferSize = 4096};
/**
Most buffers we're allowed to store.
128000 * 128 = 16 MB (preallocated)
2048 * 1024 = 2 MB (allocated on demand)
1024 * 4096 = 4 MB (allocated on demand)
*/
enum {maxTinyBuffers = 128000, maxSmallBuffers = 2048, maxMedBuffers = 1024};
private:
class MemBlock {
public:
void* ptr;
size_t bytes;
inline MemBlock() : ptr(NULL), bytes(0) {}
inline MemBlock(void* p, size_t b) : ptr(p), bytes(b) {}
};
MemBlock smallPool[maxSmallBuffers];
int smallPoolSize;
MemBlock medPool[maxMedBuffers];
int medPoolSize;
/** The tiny pool is a single block of storage into which all tiny
objects are allocated. This provides better locality for
small objects and avoids the search time, since all tiny
blocks are exactly the same size. */
void* tinyPool[maxTinyBuffers];
int tinyPoolSize;
/** Pointer to the data in the tiny pool */
void* tinyHeap;
# ifdef G3D_WIN32
CRITICAL_SECTION mutex;
# else
pthread_mutex_t mutex;
# endif
/** Provide synchronization between threads */
void lock() {
# ifdef G3D_WIN32
EnterCriticalSection(&mutex);
# else
pthread_mutex_lock(&mutex);
# endif
}
void unlock() {
# ifdef G3D_WIN32
LeaveCriticalSection(&mutex);
# else
pthread_mutex_unlock(&mutex);
# endif
}
/**
Malloc out of the tiny heap. Returns NULL if allocation failed.
*/
inline void* tinyMalloc(size_t bytes) {
// Note that we ignore the actual byte size
// and create a constant size block.
(void)bytes;
assert(tinyBufferSize >= bytes);
void* ptr = NULL;
if (tinyPoolSize > 0) {
--tinyPoolSize;
// Return the old last pointer from the freelist
ptr = tinyPool[tinyPoolSize];
# ifdef G3D_DEBUG
if (tinyPoolSize > 0) {
assert(tinyPool[tinyPoolSize - 1] != ptr);
// "System::malloc heap corruption detected: "
// "the last two pointers on the freelist are identical (during tinyMalloc).");
}
# endif
// NULL out the entry to help detect corruption
tinyPool[tinyPoolSize] = NULL;
}
return ptr;
}
/** Returns true if this is a pointer into the tiny heap. */
bool inTinyHeap(void* ptr) {
return
(ptr >= tinyHeap) &&
(ptr < (uint8*)tinyHeap + maxTinyBuffers * tinyBufferSize);
}
void tinyFree(void* ptr) {
assert(ptr);
assert(tinyPoolSize < maxTinyBuffers);
// "Tried to free a tiny pool buffer when the tiny pool freelist is full.");
# ifdef G3D_DEBUG
if (tinyPoolSize > 0) {
void* prevOnHeap = tinyPool[tinyPoolSize - 1];
assert(prevOnHeap != ptr);
// "System::malloc heap corruption detected: "
// "the last two pointers on the freelist are identical (during tinyFree).");
}
# endif
assert(tinyPool[tinyPoolSize] == NULL);
// Put the pointer back into the free list
tinyPool[tinyPoolSize] = ptr;
++tinyPoolSize;
}
void flushPool(MemBlock* pool, int& poolSize) {
for (int i = 0; i < poolSize; ++i) {
::free(pool[i].ptr);
pool[i].ptr = NULL;
pool[i].bytes = 0;
}
poolSize = 0;
}
/** Allocate out of a specific pool-> Return NULL if no suitable
memory was found.
*/
void* malloc(MemBlock* pool, int& poolSize, size_t bytes) {
// OPT: find the smallest block that satisfies the request.
// See if there's something we can use in the buffer pool->
// Search backwards since usually we'll re-use the last one.
for (int i = (int)poolSize - 1; i >= 0; --i) {
if (pool[i].bytes >= bytes) {
// We found a suitable entry in the pool->
// No need to offset the pointer; it is already offset
void* ptr = pool[i].ptr;
// Remove this element from the pool
--poolSize;
pool[i] = pool[poolSize];
return ptr;
}
}
return NULL;
}
public:
/** Count of memory allocations that have occurred. */
int totalMallocs;
int mallocsFromTinyPool;
int mallocsFromSmallPool;
int mallocsFromMedPool;
/** Amount of memory currently allocated (according to the application).
This does not count the memory still remaining in the buffer pool,
but does count extra memory required for rounding off to the size
of a buffer.
Primarily useful for detecting leaks.*/
// TODO: make me an atomic int!
volatile int bytesAllocated;
BufferPool() {
totalMallocs = 0;
mallocsFromTinyPool = 0;
mallocsFromSmallPool = 0;
mallocsFromMedPool = 0;
bytesAllocated = true;
tinyPoolSize = 0;
tinyHeap = NULL;
smallPoolSize = 0;
medPoolSize = 0;
// Initialize the tiny heap as a bunch of pointers into one
// pre-allocated buffer.
tinyHeap = ::malloc(maxTinyBuffers * tinyBufferSize);
for (int i = 0; i < maxTinyBuffers; ++i) {
tinyPool[i] = (uint8*)tinyHeap + (tinyBufferSize * i);
}
tinyPoolSize = maxTinyBuffers;
# ifdef G3D_WIN32
InitializeCriticalSection(&mutex);
# else
pthread_mutex_init(&mutex, NULL);
# endif
}
~BufferPool() {
::free(tinyHeap);
# ifdef G3D_WIN32
DeleteCriticalSection(&mutex);
# else
// No destruction on pthreads
# endif
}
void* realloc(void* ptr, size_t bytes) {
if (ptr == NULL) {
return malloc(bytes);
}
if (inTinyHeap(ptr)) {
if (bytes <= tinyBufferSize) {
// The old pointer actually had enough space.
return ptr;
} else {
// Free the old pointer and malloc
void* newPtr = malloc(bytes);
System::memcpy(newPtr, ptr, tinyBufferSize);
tinyFree(ptr);
return newPtr;
}
} else {
// In one of our heaps.
// See how big the block really was
size_t realSize = *(uint32*)USERPTR_TO_REALPTR(ptr);
if (bytes <= realSize) {
// The old block was big enough.
return ptr;
}
// Need to reallocate
void* newPtr = malloc(bytes);
System::memcpy(newPtr, ptr, realSize);
free(ptr);
return newPtr;
}
}
void* malloc(size_t bytes) {
lock();
++totalMallocs;
if (bytes <= tinyBufferSize) {
void* ptr = tinyMalloc(bytes);
if (ptr) {
++mallocsFromTinyPool;
unlock();
return ptr;
}
}
// Failure to allocate a tiny buffer is allowed to flow
// through to a small buffer
if (bytes <= smallBufferSize) {
void* ptr = malloc(smallPool, smallPoolSize, bytes);
if (ptr) {
++mallocsFromSmallPool;
unlock();
return ptr;
}
} else if (bytes <= medBufferSize) {
// Note that a small allocation failure does *not* fall
// through into a medium allocation because that would
// waste the medium buffer's resources.
void* ptr = malloc(medPool, medPoolSize, bytes);
if (ptr) {
++mallocsFromMedPool;
unlock();
debugAssertM(ptr != NULL, "BufferPool::malloc returned NULL");
return ptr;
}
}
bytesAllocated += REALBLOCK_SIZE(bytes);
unlock();
// Heap allocate
// Allocate 4 extra bytes for our size header (unfortunate,
// since malloc already added its own header).
void* ptr = ::malloc(REALBLOCK_SIZE(bytes));
if (ptr == NULL) {
// Flush memory pools to try and recover space
flushPool(smallPool, smallPoolSize);
flushPool(medPool, medPoolSize);
ptr = ::malloc(REALBLOCK_SIZE(bytes));
}
if (ptr == NULL) {
if ((System::outOfMemoryCallback != NULL) &&
(System::outOfMemoryCallback(REALBLOCK_SIZE(bytes), true) == true)) {
// Re-attempt the malloc
ptr = ::malloc(REALBLOCK_SIZE(bytes));
}
}
if (ptr == NULL) {
if (System::outOfMemoryCallback != NULL) {
// Notify the application
System::outOfMemoryCallback(REALBLOCK_SIZE(bytes), false);
}
# ifdef G3D_DEBUG
debugPrintf("::malloc(%d) returned NULL\n", REALBLOCK_SIZE(bytes));
# endif
debugAssertM(ptr != NULL,
"::malloc returned NULL. Either the "
"operating system is out of memory or the "
"heap is corrupt.");
return NULL;
}
*(uint32*)ptr = bytes;
return REALPTR_TO_USERPTR(ptr);
}
void free(void* ptr) {
if (ptr == NULL) {
// Free does nothing on null pointers
return;
}
assert(isValidPointer(ptr));
if (inTinyHeap(ptr)) {
lock();
tinyFree(ptr);
unlock();
return;
}
uint32 bytes = *(uint32*)USERPTR_TO_REALPTR(ptr);
lock();
if (bytes <= smallBufferSize) {
if (smallPoolSize < maxSmallBuffers) {
smallPool[smallPoolSize] = MemBlock(ptr, bytes);
++smallPoolSize;
unlock();
return;
}
} else if (bytes <= medBufferSize) {
if (medPoolSize < maxMedBuffers) {
medPool[medPoolSize] = MemBlock(ptr, bytes);
++medPoolSize;
unlock();
return;
}
}
bytesAllocated -= REALBLOCK_SIZE(bytes);
unlock();
// Free; the buffer pools are full or this is too big to store.
::free(USERPTR_TO_REALPTR(ptr));
}
std::string performance() const {
if (totalMallocs > 0) {
int pooled = mallocsFromTinyPool +
mallocsFromSmallPool +
mallocsFromMedPool;
int total = totalMallocs;
return format("malloc performance: %5.1f%% <= %db, %5.1f%% <= %db, "
"%5.1f%% <= %db, %5.1f%% > %db",
100.0 * mallocsFromTinyPool / total,
BufferPool::tinyBufferSize,
100.0 * mallocsFromSmallPool / total,
BufferPool::smallBufferSize,
100.0 * mallocsFromMedPool / total,
BufferPool::medBufferSize,
100.0 * (1.0 - (double)pooled / total),
BufferPool::medBufferSize);
} else {
return "No System::malloc calls made yet.";
}
}
std::string status() const {
return format("preallocated shared buffers: %5d/%d x %db",
maxTinyBuffers - tinyPoolSize, maxTinyBuffers, tinyBufferSize);
}
};
// Dynamically allocated because we need to ensure that
// the buffer pool is still around when the last global variable
// is deallocated.
static BufferPool* bufferpool = NULL;
std::string System::mallocPerformance() {
#ifndef NO_BUFFERPOOL
return bufferpool->performance();
#else
return "NO_BUFFERPOOL";
#endif
}
std::string System::mallocStatus() {
#ifndef NO_BUFFERPOOL
return bufferpool->status();
#else
return "NO_BUFFERPOOL";
#endif
}
void System::resetMallocPerformanceCounters() {
#ifndef NO_BUFFERPOOL
bufferpool->totalMallocs = 0;
bufferpool->mallocsFromMedPool = 0;
bufferpool->mallocsFromSmallPool = 0;
bufferpool->mallocsFromTinyPool = 0;
#endif
}
#ifndef NO_BUFFERPOOL
inline void initMem() {
// Putting the test here ensures that the system is always
// initialized, even when globals are being allocated.
static bool initialized = false;
if (! initialized) {
bufferpool = new BufferPool();
initialized = true;
}
}
#endif
void* System::malloc(size_t bytes) {
#ifndef NO_BUFFERPOOL
initMem();
return bufferpool->malloc(bytes);
#else
return ::malloc(bytes);
#endif
}
void* System::calloc(size_t n, size_t x) {
#ifndef NO_BUFFERPOOL
void* b = System::malloc(n * x);
debugAssertM(b != NULL, "System::malloc returned NULL");
debugAssertM(isValidHeapPointer(b), "System::malloc returned an invalid pointer");
System::memset(b, 0, n * x);
return b;
#else
return ::calloc(n, x);
#endif
}
void* System::realloc(void* block, size_t bytes) {
#ifndef NO_BUFFERPOOL
initMem();
return bufferpool->realloc(block, bytes);
#else
return ::realloc(block, bytes);
#endif
}
void System::free(void* p) {
#ifndef NO_BUFFERPOOL
bufferpool->free(p);
#else
return ::free(p);
#endif
}
void* System::alignedMalloc(size_t bytes, size_t alignment) {
alwaysAssertM(isPow2(alignment), "alignment must be a power of 2");
// We must align to at least a word boundary.
alignment = iMax(alignment, sizeof(void *));
// Pad the allocation size with the alignment size and the
// size of the redirect pointer.
size_t totalBytes = bytes + alignment + sizeof(void*);
size_t truePtr = (size_t)System::malloc(totalBytes);
if (truePtr == 0) {
// malloc returned NULL
return NULL;
}
debugAssert(isValidHeapPointer((void*)truePtr));
#ifdef G3D_WIN32
// The blocks we return will not be valid Win32 debug heap
// pointers because they are offset
// debugAssert(_CrtIsValidPointer((void*)truePtr, totalBytes, TRUE) );
#endif
// The return pointer will be the next aligned location (we must at least
// leave space for the redirect pointer, however).
size_t alignedPtr = truePtr + sizeof(void*);
// 2^n - 1 has the form 1111... in binary.
uint32 bitMask = (alignment - 1);
// Advance forward until we reach an aligned location.
while ((alignedPtr & bitMask) != 0) {
alignedPtr += sizeof(void*);
}
debugAssert(alignedPtr - truePtr + bytes <= totalBytes);
// Immediately before the aligned location, write the true array location
// so that we can free it correctly.
size_t* redirectPtr = (size_t *)(alignedPtr - sizeof(void *));
redirectPtr[0] = truePtr;
debugAssert(isValidHeapPointer((void*)truePtr));
#ifdef G3D_WIN32
debugAssert( _CrtIsValidPointer((void*)alignedPtr, bytes, TRUE) );
#endif
return (void *)alignedPtr;
}
void System::alignedFree(void* _ptr) {
if (_ptr == NULL) {
return;
}
size_t alignedPtr = (size_t)_ptr;
// Back up one word from the pointer the user passed in.
// We now have a pointer to a pointer to the true start
// of the memory block.
size_t* redirectPtr = (size_t*)(alignedPtr - sizeof(void *));
// Dereference that pointer so that ptr = true start
void* truePtr = (void*)redirectPtr[0];
debugAssert(isValidHeapPointer((void*)truePtr));
System::free(truePtr);
}
void System::setEnv(const std::string& name, const std::string& value) {
std::string cmd = name + "=" + value;
# ifdef G3D_WIN32
_putenv(cmd.c_str());
# else
// Many linux implementations of putenv expect char*
putenv(const_cast<char*>(cmd.c_str()));
# endif
}
const char* System::getEnv(const std::string& name) {
return getenv(name.c_str());
}
static void var(TextOutput& t, const std::string& name, const std::string& val) {
t.writeSymbols(name,"=");
t.writeString(val);
t.writeNewline();
}
static void var(TextOutput& t, const std::string& name, const bool val) {
t.writeSymbols(name, "=", val ? "Yes" : "No");
t.writeNewline();
}
static void var(TextOutput& t, const std::string& name, const int val) {
t.writeSymbols(name,"=");
t.writeNumber(val);
t.writeNewline();
}
void System::describeSystem(
std::string& s) {
TextOutput t;
describeSystem(t);
t.commitString(s);
}
void System::describeSystem(
TextOutput& t) {
t.writeSymbols("App", "{");
t.writeNewline();
t.pushIndent();
var(t, "Name", System::currentProgramFilename());
char cwd[1024];
getcwd(cwd, 1024);
var(t, "cwd", std::string(cwd));
t.popIndent();
t.writeSymbols("}");
t.writeNewline();
t.writeNewline();
t.writeSymbols("OS", "{");
t.writeNewline();
t.pushIndent();
var(t, "Name", System::operatingSystem());
t.popIndent();
t.writeSymbols("}");
t.writeNewline();
t.writeNewline();
t.writeSymbols("CPU", "{");
t.writeNewline();
t.pushIndent();
var(t, "Vendor", System::cpuVendor());
var(t, "Architecture", System::cpuArchitecture());
var(t, "hasCPUID", System::hasCPUID());
var(t, "hasMMX", System::hasMMX());
var(t, "hasSSE", System::hasSSE());
var(t, "hasSSE2", System::hasSSE2());
var(t, "hasSSE3", System::hasSSE3());
var(t, "has3DNow", System::has3DNow());
var(t, "hasRDTSC", System::hasRDTSC());
t.popIndent();
t.writeSymbols("}");
t.writeNewline();
t.writeNewline();
t.writeSymbols("G3D", "{");
t.writeNewline();
t.pushIndent();
var(t, "Link version", G3D_VER);
var(t, "Compile version", System::version());
t.popIndent();
t.writeSymbols("}");
t.writeNewline();
t.writeNewline();
}
int System::cpuSpeedMHz() {
return g_cpuInfo.m_cpuSpeed;
}
void System::setClipboardText(const std::string& s) {
# ifdef G3D_WIN32
if (OpenClipboard(NULL)) {
HGLOBAL hMem = GlobalAlloc(GHND | GMEM_DDESHARE, s.size() + 1);
if (hMem) {
char *pMem = (char*)GlobalLock(hMem);
strcpy(pMem, s.c_str());
GlobalUnlock(hMem);
EmptyClipboard();
SetClipboardData(CF_TEXT, hMem);
}
CloseClipboard();
GlobalFree(hMem);
}
# endif
}
std::string System::getClipboardText() {
std::string s;
# ifdef G3D_WIN32
if (OpenClipboard(NULL)) {
HANDLE h = GetClipboardData(CF_TEXT);
if (h) {
char* temp = (char*)GlobalLock(h);
if (temp) {
s = temp;
}
temp = NULL;
GlobalUnlock(h);
}
CloseClipboard();
}
# endif
return s;
}
std::string System::currentDateString() {
time_t t1;
::time(&t1);
tm* t = localtime(&t1);
return format("%d-%02d-%02d", t->tm_year + 1900, t->tm_mon + 1, t->tm_mday);
}
} // namespace