1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
|
// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <concepts>
#include <functional>
#include <future>
#include "Common/Functional.h"
#include "Common/SPSCQueue.h"
struct EfbPokeData;
class PointerWrap;
class AsyncRequests
{
public:
AsyncRequests();
// Called from the Video thread.
void PullEvents();
// The following are called from the CPU thread.
void WaitForEmptyQueue();
template <std::invocable<> F>
void PushEvent(F&& callback)
{
if (m_passthrough)
{
std::invoke(std::forward<F>(callback));
return;
}
QueueEvent(Event{std::forward<F>(callback)});
}
template <std::invocable<> F>
auto PushBlockingEvent(F&& callback) -> std::invoke_result_t<F>
{
if (m_passthrough)
return std::invoke(std::forward<F>(callback));
std::packaged_task task{std::forward<F>(callback)};
QueueEvent(Event{[&] { task(); }});
return task.get_future().get();
}
// Not thread-safe. Only set during initialization.
void SetPassthrough(bool enable);
static AsyncRequests* GetInstance() { return &s_singleton; }
private:
using Event = Common::MoveOnlyFunction<void()>;
void QueueEvent(Event&& event);
static AsyncRequests s_singleton;
Common::WaitableSPSCQueue<Event> m_queue;
bool m_passthrough = true;
};
|