forked from ShuriZma/suyu
Merge pull request #202 from bunnei/scheduler-cleanup
Scheduler cleanup
This commit is contained in:
commit
23fe6f5be3
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@ -28,8 +28,6 @@ add_library(core STATIC
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hle/config_mem.h
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hle/ipc.h
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hle/ipc_helpers.h
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hle/kernel/address_arbiter.cpp
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hle/kernel/address_arbiter.h
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hle/kernel/client_port.cpp
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hle/kernel/client_port.h
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hle/kernel/client_session.cpp
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@ -55,6 +53,8 @@ add_library(core STATIC
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hle/kernel/process.h
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hle/kernel/resource_limit.cpp
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hle/kernel/resource_limit.h
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hle/kernel/scheduler.cpp
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hle/kernel/scheduler.h
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hle/kernel/server_port.cpp
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hle/kernel/server_port.h
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hle/kernel/server_session.cpp
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@ -133,7 +133,7 @@ void System::Reschedule() {
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}
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reschedule_pending = false;
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Kernel::Reschedule();
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Core::System::GetInstance().Scheduler().Reschedule();
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}
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System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
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@ -141,19 +141,20 @@ System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
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switch (Settings::values.cpu_core) {
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case Settings::CpuCore::Unicorn:
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cpu_core = std::make_unique<ARM_Unicorn>();
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cpu_core = std::make_shared<ARM_Unicorn>();
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break;
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case Settings::CpuCore::Dynarmic:
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default:
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#ifdef ARCHITECTURE_x86_64
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cpu_core = std::make_unique<ARM_Dynarmic>();
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cpu_core = std::make_shared<ARM_Dynarmic>();
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#else
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cpu_core = std::make_unique<ARM_Unicorn>();
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cpu_core = std::make_shared<ARM_Unicorn>();
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LOG_WARNING(Core, "CPU JIT requested, but Dynarmic not available");
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#endif
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break;
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}
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scheduler = std::make_unique<Kernel::Scheduler>(cpu_core.get());
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gpu_core = std::make_unique<Tegra::GPU>();
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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@ -7,6 +7,7 @@
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#include <memory>
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#include <string>
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#include "common/common_types.h"
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#include "core/hle/kernel/scheduler.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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@ -107,6 +108,10 @@ public:
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return *gpu_core;
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}
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Kernel::Scheduler& Scheduler() {
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return *scheduler;
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}
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PerfStats perf_stats;
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FrameLimiter frame_limiter;
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@ -140,9 +145,8 @@ private:
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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///< ARM11 CPU core
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std::unique_ptr<ARM_Interface> cpu_core;
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std::shared_ptr<ARM_Interface> cpu_core;
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std::unique_ptr<Kernel::Scheduler> scheduler;
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std::unique_ptr<Tegra::GPU> gpu_core;
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/// When true, signals that a reschedule should happen
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@ -1,91 +0,0 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "core/hle/kernel/address_arbiter.h"
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#include "core/hle/kernel/errors.h"
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#include "core/hle/kernel/thread.h"
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#include "core/memory.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Kernel namespace
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namespace Kernel {
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AddressArbiter::AddressArbiter() {}
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AddressArbiter::~AddressArbiter() {}
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SharedPtr<AddressArbiter> AddressArbiter::Create(std::string name) {
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SharedPtr<AddressArbiter> address_arbiter(new AddressArbiter);
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address_arbiter->name = std::move(name);
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return address_arbiter;
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}
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ResultCode AddressArbiter::ArbitrateAddress(ArbitrationType type, VAddr address, s32 value,
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u64 nanoseconds) {
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switch (type) {
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// Signal thread(s) waiting for arbitrate address...
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case ArbitrationType::Signal:
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// Negative value means resume all threads
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if (value < 0) {
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ArbitrateAllThreads(address);
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} else {
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// Resume first N threads
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for (int i = 0; i < value; i++)
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ArbitrateHighestPriorityThread(address);
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}
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break;
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// Wait current thread (acquire the arbiter)...
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case ArbitrationType::WaitIfLessThan:
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if ((s32)Memory::Read32(address) < value) {
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Kernel::WaitCurrentThread_ArbitrateAddress(address);
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}
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break;
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case ArbitrationType::WaitIfLessThanWithTimeout:
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if ((s32)Memory::Read32(address) < value) {
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Kernel::WaitCurrentThread_ArbitrateAddress(address);
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GetCurrentThread()->WakeAfterDelay(nanoseconds);
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}
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break;
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case ArbitrationType::DecrementAndWaitIfLessThan: {
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s32 memory_value = Memory::Read32(address);
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if (memory_value < value) {
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// Only change the memory value if the thread should wait
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Memory::Write32(address, (s32)memory_value - 1);
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Kernel::WaitCurrentThread_ArbitrateAddress(address);
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}
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break;
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}
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case ArbitrationType::DecrementAndWaitIfLessThanWithTimeout: {
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s32 memory_value = Memory::Read32(address);
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if (memory_value < value) {
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// Only change the memory value if the thread should wait
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Memory::Write32(address, (s32)memory_value - 1);
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Kernel::WaitCurrentThread_ArbitrateAddress(address);
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GetCurrentThread()->WakeAfterDelay(nanoseconds);
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}
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break;
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}
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default:
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LOG_ERROR(Kernel, "unknown type=%d", type);
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return ERR_INVALID_ENUM_VALUE_FND;
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}
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// The calls that use a timeout seem to always return a Timeout error even if they did not put
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// the thread to sleep
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if (type == ArbitrationType::WaitIfLessThanWithTimeout ||
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type == ArbitrationType::DecrementAndWaitIfLessThanWithTimeout) {
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return RESULT_TIMEOUT;
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}
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return RESULT_SUCCESS;
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}
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} // namespace Kernel
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@ -1,60 +0,0 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/result.h"
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// Address arbiters are an underlying kernel synchronization object that can be created/used via
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// supervisor calls (SVCs). They function as sort of a global lock. Typically, games/other CTR
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// applications use them as an underlying mechanism to implement thread-safe barriers, events, and
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// semphores.
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Kernel namespace
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namespace Kernel {
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enum class ArbitrationType : u32 {
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Signal,
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WaitIfLessThan,
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DecrementAndWaitIfLessThan,
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WaitIfLessThanWithTimeout,
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DecrementAndWaitIfLessThanWithTimeout,
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};
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class AddressArbiter final : public Object {
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public:
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/**
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* Creates an address arbiter.
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*
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* @param name Optional name used for debugging.
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* @returns The created AddressArbiter.
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*/
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static SharedPtr<AddressArbiter> Create(std::string name = "Unknown");
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std::string GetTypeName() const override {
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return "Arbiter";
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}
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std::string GetName() const override {
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return name;
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}
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static const HandleType HANDLE_TYPE = HandleType::AddressArbiter;
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HandleType GetHandleType() const override {
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return HANDLE_TYPE;
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}
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std::string name; ///< Name of address arbiter object (optional)
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ResultCode ArbitrateAddress(ArbitrationType type, VAddr address, s32 value, u64 nanoseconds);
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private:
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AddressArbiter();
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~AddressArbiter() override;
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};
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} // namespace Kernel
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@ -0,0 +1,134 @@
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core_timing.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/scheduler.h"
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namespace Kernel {
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Scheduler::Scheduler(ARM_Interface* cpu_core) : cpu_core(cpu_core) {}
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Scheduler::~Scheduler() {
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for (auto& thread : thread_list) {
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thread->Stop();
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}
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}
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bool Scheduler::HaveReadyThreads() {
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return ready_queue.get_first() != nullptr;
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}
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Thread* Scheduler::GetCurrentThread() const {
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return current_thread.get();
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}
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Thread* Scheduler::PopNextReadyThread() {
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Thread* next = nullptr;
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Thread* thread = GetCurrentThread();
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if (thread && thread->status == THREADSTATUS_RUNNING) {
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// We have to do better than the current thread.
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// This call returns null when that's not possible.
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next = ready_queue.pop_first_better(thread->current_priority);
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if (!next) {
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// Otherwise just keep going with the current thread
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next = thread;
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}
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} else {
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next = ready_queue.pop_first();
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}
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return next;
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}
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void Scheduler::SwitchContext(Thread* new_thread) {
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Thread* previous_thread = GetCurrentThread();
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// Save context for previous thread
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if (previous_thread) {
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previous_thread->last_running_ticks = CoreTiming::GetTicks();
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cpu_core->SaveContext(previous_thread->context);
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if (previous_thread->status == THREADSTATUS_RUNNING) {
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// This is only the case when a reschedule is triggered without the current thread
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// yielding execution (i.e. an event triggered, system core time-sliced, etc)
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ready_queue.push_front(previous_thread->current_priority, previous_thread);
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previous_thread->status = THREADSTATUS_READY;
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}
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}
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// Load context of new thread
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if (new_thread) {
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ASSERT_MSG(new_thread->status == THREADSTATUS_READY,
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"Thread must be ready to become running.");
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// Cancel any outstanding wakeup events for this thread
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new_thread->CancelWakeupTimer();
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auto previous_process = Kernel::g_current_process;
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current_thread = new_thread;
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ready_queue.remove(new_thread->current_priority, new_thread);
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new_thread->status = THREADSTATUS_RUNNING;
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if (previous_process != current_thread->owner_process) {
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Kernel::g_current_process = current_thread->owner_process;
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SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table);
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}
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cpu_core->LoadContext(new_thread->context);
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cpu_core->SetTlsAddress(new_thread->GetTLSAddress());
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} else {
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current_thread = nullptr;
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// Note: We do not reset the current process and current page table when idling because
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// technically we haven't changed processes, our threads are just paused.
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}
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}
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void Scheduler::Reschedule() {
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Thread* cur = GetCurrentThread();
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Thread* next = PopNextReadyThread();
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if (cur && next) {
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LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId());
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} else if (cur) {
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LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
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} else if (next) {
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LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
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}
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SwitchContext(next);
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}
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void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
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thread_list.push_back(thread);
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ready_queue.prepare(priority);
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}
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void Scheduler::RemoveThread(Thread* thread) {
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thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
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thread_list.end());
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}
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void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
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ASSERT(thread->status == THREADSTATUS_READY);
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ready_queue.push_back(priority, thread);
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}
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void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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ASSERT(thread->status == THREADSTATUS_READY);
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ready_queue.remove(priority, thread);
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}
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void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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// If thread was ready, adjust queues
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if (thread->status == THREADSTATUS_READY)
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ready_queue.move(thread, thread->current_priority, priority);
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else
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ready_queue.prepare(priority);
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}
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|
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} // namespace Kernel
|
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@ -0,0 +1,73 @@
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// Copyright 2018 yuzu emulator team
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
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|
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#include <vector>
|
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#include "common/common_types.h"
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#include "common/thread_queue_list.h"
|
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#include "core/arm/arm_interface.h"
|
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#include "core/hle/kernel/thread.h"
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|
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namespace Kernel {
|
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|
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class Scheduler final {
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public:
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explicit Scheduler(ARM_Interface* cpu_core);
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~Scheduler();
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|
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/// Returns whether there are any threads that are ready to run.
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bool HaveReadyThreads();
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|
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/// Reschedules to the next available thread (call after current thread is suspended)
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void Reschedule();
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/// Gets the current running thread
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Thread* GetCurrentThread() const;
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/// Adds a new thread to the scheduler
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void AddThread(SharedPtr<Thread> thread, u32 priority);
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/// Removes a thread from the scheduler
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void RemoveThread(Thread* thread);
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|
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/// Schedules a thread that has become "ready"
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void ScheduleThread(Thread* thread, u32 priority);
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|
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/// Unschedules a thread that was already scheduled
|
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void UnscheduleThread(Thread* thread, u32 priority);
|
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|
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/// Sets the priority of a thread in the scheduler
|
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void SetThreadPriority(Thread* thread, u32 priority);
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|
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/// Returns a list of all threads managed by the scheduler
|
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const std::vector<SharedPtr<Thread>>& GetThreadList() const {
|
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return thread_list;
|
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}
|
||||
|
||||
private:
|
||||
/**
|
||||
* Pops and returns the next thread from the thread queue
|
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* @return A pointer to the next ready thread
|
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*/
|
||||
Thread* PopNextReadyThread();
|
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|
||||
/**
|
||||
* Switches the CPU's active thread context to that of the specified thread
|
||||
* @param new_thread The thread to switch to
|
||||
*/
|
||||
void SwitchContext(Thread* new_thread);
|
||||
|
||||
/// Lists all thread ids that aren't deleted/etc.
|
||||
std::vector<SharedPtr<Thread>> thread_list;
|
||||
|
||||
/// Lists only ready thread ids.
|
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Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
|
||||
|
||||
SharedPtr<Thread> current_thread = nullptr;
|
||||
|
||||
ARM_Interface* cpu_core;
|
||||
};
|
||||
|
||||
} // namespace Kernel
|
|
@ -483,7 +483,7 @@ static void ExitProcess() {
|
|||
g_current_process->status = ProcessStatus::Exited;
|
||||
|
||||
// Stop all the process threads that are currently waiting for objects.
|
||||
auto& thread_list = GetThreadList();
|
||||
auto& thread_list = Core::System::GetInstance().Scheduler().GetThreadList();
|
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for (auto& thread : thread_list) {
|
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if (thread->owner_process != g_current_process)
|
||||
continue;
|
||||
|
@ -585,7 +585,7 @@ static void SleepThread(s64 nanoseconds) {
|
|||
|
||||
// Don't attempt to yield execution if there are no available threads to run,
|
||||
// this way we avoid a useless reschedule to the idle thread.
|
||||
if (nanoseconds == 0 && !HaveReadyThreads())
|
||||
if (nanoseconds == 0 && !Core::System::GetInstance().Scheduler().HaveReadyThreads())
|
||||
return;
|
||||
|
||||
// Sleep current thread and check for next thread to schedule
|
||||
|
|
|
@ -41,14 +41,6 @@ void Thread::Acquire(Thread* thread) {
|
|||
// us to simply use a pool index or similar.
|
||||
static Kernel::HandleTable wakeup_callback_handle_table;
|
||||
|
||||
// Lists all thread ids that aren't deleted/etc.
|
||||
static std::vector<SharedPtr<Thread>> thread_list;
|
||||
|
||||
// Lists only ready thread ids.
|
||||
static Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
|
||||
|
||||
static SharedPtr<Thread> current_thread;
|
||||
|
||||
// The first available thread id at startup
|
||||
static u32 next_thread_id;
|
||||
|
||||
|
@ -63,10 +55,6 @@ inline static u32 const NewThreadId() {
|
|||
Thread::Thread() {}
|
||||
Thread::~Thread() {}
|
||||
|
||||
Thread* GetCurrentThread() {
|
||||
return current_thread.get();
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the specified thread is waiting on the specified address to be arbitrated
|
||||
* @param thread The thread to test
|
||||
|
@ -86,7 +74,7 @@ void Thread::Stop() {
|
|||
// Clean up thread from ready queue
|
||||
// This is only needed when the thread is termintated forcefully (SVC TerminateProcess)
|
||||
if (status == THREADSTATUS_READY) {
|
||||
ready_queue.remove(current_priority, this);
|
||||
Core::System::GetInstance().Scheduler().UnscheduleThread(this, current_priority);
|
||||
}
|
||||
|
||||
status = THREADSTATUS_DEAD;
|
||||
|
@ -109,112 +97,6 @@ void Thread::Stop() {
|
|||
Kernel::g_current_process->tls_slots[tls_page].reset(tls_slot);
|
||||
}
|
||||
|
||||
Thread* ArbitrateHighestPriorityThread(u32 address) {
|
||||
Thread* highest_priority_thread = nullptr;
|
||||
u32 priority = THREADPRIO_LOWEST;
|
||||
|
||||
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
|
||||
for (auto& thread : thread_list) {
|
||||
if (!CheckWait_AddressArbiter(thread.get(), address))
|
||||
continue;
|
||||
|
||||
if (thread == nullptr)
|
||||
continue;
|
||||
|
||||
if (thread->current_priority <= priority) {
|
||||
highest_priority_thread = thread.get();
|
||||
priority = thread->current_priority;
|
||||
}
|
||||
}
|
||||
|
||||
// If a thread was arbitrated, resume it
|
||||
if (nullptr != highest_priority_thread) {
|
||||
highest_priority_thread->ResumeFromWait();
|
||||
}
|
||||
|
||||
return highest_priority_thread;
|
||||
}
|
||||
|
||||
void ArbitrateAllThreads(u32 address) {
|
||||
// Resume all threads found to be waiting on the address
|
||||
for (auto& thread : thread_list) {
|
||||
if (CheckWait_AddressArbiter(thread.get(), address))
|
||||
thread->ResumeFromWait();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Switches the CPU's active thread context to that of the specified thread
|
||||
* @param new_thread The thread to switch to
|
||||
*/
|
||||
static void SwitchContext(Thread* new_thread) {
|
||||
Thread* previous_thread = GetCurrentThread();
|
||||
|
||||
// Save context for previous thread
|
||||
if (previous_thread) {
|
||||
previous_thread->last_running_ticks = CoreTiming::GetTicks();
|
||||
Core::CPU().SaveContext(previous_thread->context);
|
||||
|
||||
if (previous_thread->status == THREADSTATUS_RUNNING) {
|
||||
// This is only the case when a reschedule is triggered without the current thread
|
||||
// yielding execution (i.e. an event triggered, system core time-sliced, etc)
|
||||
ready_queue.push_front(previous_thread->current_priority, previous_thread);
|
||||
previous_thread->status = THREADSTATUS_READY;
|
||||
}
|
||||
}
|
||||
|
||||
// Load context of new thread
|
||||
if (new_thread) {
|
||||
ASSERT_MSG(new_thread->status == THREADSTATUS_READY,
|
||||
"Thread must be ready to become running.");
|
||||
|
||||
// Cancel any outstanding wakeup events for this thread
|
||||
CoreTiming::UnscheduleEvent(ThreadWakeupEventType, new_thread->callback_handle);
|
||||
|
||||
auto previous_process = Kernel::g_current_process;
|
||||
|
||||
current_thread = new_thread;
|
||||
|
||||
ready_queue.remove(new_thread->current_priority, new_thread);
|
||||
new_thread->status = THREADSTATUS_RUNNING;
|
||||
|
||||
if (previous_process != current_thread->owner_process) {
|
||||
Kernel::g_current_process = current_thread->owner_process;
|
||||
SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table);
|
||||
}
|
||||
|
||||
Core::CPU().LoadContext(new_thread->context);
|
||||
Core::CPU().SetTlsAddress(new_thread->GetTLSAddress());
|
||||
} else {
|
||||
current_thread = nullptr;
|
||||
// Note: We do not reset the current process and current page table when idling because
|
||||
// technically we haven't changed processes, our threads are just paused.
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Pops and returns the next thread from the thread queue
|
||||
* @return A pointer to the next ready thread
|
||||
*/
|
||||
static Thread* PopNextReadyThread() {
|
||||
Thread* next;
|
||||
Thread* thread = GetCurrentThread();
|
||||
|
||||
if (thread && thread->status == THREADSTATUS_RUNNING) {
|
||||
// We have to do better than the current thread.
|
||||
// This call returns null when that's not possible.
|
||||
next = ready_queue.pop_first_better(thread->current_priority);
|
||||
if (!next) {
|
||||
// Otherwise just keep going with the current thread
|
||||
next = thread;
|
||||
}
|
||||
} else {
|
||||
next = ready_queue.pop_first();
|
||||
}
|
||||
|
||||
return next;
|
||||
}
|
||||
|
||||
void WaitCurrentThread_Sleep() {
|
||||
Thread* thread = GetCurrentThread();
|
||||
thread->status = THREADSTATUS_WAIT_SLEEP;
|
||||
|
@ -229,8 +111,7 @@ void WaitCurrentThread_ArbitrateAddress(VAddr wait_address) {
|
|||
void ExitCurrentThread() {
|
||||
Thread* thread = GetCurrentThread();
|
||||
thread->Stop();
|
||||
thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
|
||||
thread_list.end());
|
||||
Core::System::GetInstance().Scheduler().RemoveThread(thread);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -308,31 +189,11 @@ void Thread::ResumeFromWait() {
|
|||
|
||||
wakeup_callback = nullptr;
|
||||
|
||||
ready_queue.push_back(current_priority, this);
|
||||
status = THREADSTATUS_READY;
|
||||
Core::System::GetInstance().Scheduler().ScheduleThread(this, current_priority);
|
||||
Core::System::GetInstance().PrepareReschedule();
|
||||
}
|
||||
|
||||
/**
|
||||
* Prints the thread queue for debugging purposes
|
||||
*/
|
||||
static void DebugThreadQueue() {
|
||||
Thread* thread = GetCurrentThread();
|
||||
if (!thread) {
|
||||
LOG_DEBUG(Kernel, "Current: NO CURRENT THREAD");
|
||||
} else {
|
||||
LOG_DEBUG(Kernel, "0x%02X %u (current)", thread->current_priority,
|
||||
GetCurrentThread()->GetObjectId());
|
||||
}
|
||||
|
||||
for (auto& t : thread_list) {
|
||||
u32 priority = ready_queue.contains(t.get());
|
||||
if (priority != -1) {
|
||||
LOG_DEBUG(Kernel, "0x%02X %u", priority, t->GetObjectId());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds a free location for the TLS section of a thread.
|
||||
* @param tls_slots The TLS page array of the thread's owner process.
|
||||
|
@ -400,8 +261,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
|
|||
|
||||
SharedPtr<Thread> thread(new Thread);
|
||||
|
||||
thread_list.push_back(thread);
|
||||
ready_queue.prepare(priority);
|
||||
Core::System::GetInstance().Scheduler().AddThread(thread, priority);
|
||||
|
||||
thread->thread_id = NewThreadId();
|
||||
thread->status = THREADSTATUS_DORMANT;
|
||||
|
@ -472,12 +332,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
|
|||
void Thread::SetPriority(u32 priority) {
|
||||
ASSERT_MSG(priority <= THREADPRIO_LOWEST && priority >= THREADPRIO_HIGHEST,
|
||||
"Invalid priority value.");
|
||||
// If thread was ready, adjust queues
|
||||
if (status == THREADSTATUS_READY)
|
||||
ready_queue.move(this, current_priority, priority);
|
||||
else
|
||||
ready_queue.prepare(priority);
|
||||
|
||||
Core::System::GetInstance().Scheduler().SetThreadPriority(this, priority);
|
||||
nominal_priority = current_priority = priority;
|
||||
}
|
||||
|
||||
|
@ -491,11 +346,7 @@ void Thread::UpdatePriority() {
|
|||
}
|
||||
|
||||
void Thread::BoostPriority(u32 priority) {
|
||||
// If thread was ready, adjust queues
|
||||
if (status == THREADSTATUS_READY)
|
||||
ready_queue.move(this, current_priority, priority);
|
||||
else
|
||||
ready_queue.prepare(priority);
|
||||
Core::System::GetInstance().Scheduler().SetThreadPriority(this, priority);
|
||||
current_priority = priority;
|
||||
}
|
||||
|
||||
|
@ -521,25 +372,6 @@ SharedPtr<Thread> SetupMainThread(VAddr entry_point, u32 priority,
|
|||
return thread;
|
||||
}
|
||||
|
||||
bool HaveReadyThreads() {
|
||||
return ready_queue.get_first() != nullptr;
|
||||
}
|
||||
|
||||
void Reschedule() {
|
||||
Thread* cur = GetCurrentThread();
|
||||
Thread* next = PopNextReadyThread();
|
||||
|
||||
if (cur && next) {
|
||||
LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId());
|
||||
} else if (cur) {
|
||||
LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
|
||||
} else if (next) {
|
||||
LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
|
||||
}
|
||||
|
||||
SwitchContext(next);
|
||||
}
|
||||
|
||||
void Thread::SetWaitSynchronizationResult(ResultCode result) {
|
||||
context.cpu_registers[0] = result.raw;
|
||||
}
|
||||
|
@ -562,25 +394,18 @@ VAddr Thread::GetCommandBufferAddress() const {
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Gets the current thread
|
||||
*/
|
||||
Thread* GetCurrentThread() {
|
||||
return Core::System::GetInstance().Scheduler().GetCurrentThread();
|
||||
}
|
||||
|
||||
void ThreadingInit() {
|
||||
ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
|
||||
|
||||
current_thread = nullptr;
|
||||
next_thread_id = 1;
|
||||
}
|
||||
|
||||
void ThreadingShutdown() {
|
||||
current_thread = nullptr;
|
||||
|
||||
for (auto& t : thread_list) {
|
||||
t->Stop();
|
||||
}
|
||||
thread_list.clear();
|
||||
ready_queue.clear();
|
||||
}
|
||||
|
||||
const std::vector<SharedPtr<Thread>>& GetThreadList() {
|
||||
return thread_list;
|
||||
}
|
||||
void ThreadingShutdown() {}
|
||||
|
||||
} // namespace Kernel
|
||||
|
|
|
@ -249,28 +249,6 @@ private:
|
|||
SharedPtr<Thread> SetupMainThread(VAddr entry_point, u32 priority,
|
||||
SharedPtr<Process> owner_process);
|
||||
|
||||
/**
|
||||
* Returns whether there are any threads that are ready to run.
|
||||
*/
|
||||
bool HaveReadyThreads();
|
||||
|
||||
/**
|
||||
* Reschedules to the next available thread (call after current thread is suspended)
|
||||
*/
|
||||
void Reschedule();
|
||||
|
||||
/**
|
||||
* Arbitrate the highest priority thread that is waiting
|
||||
* @param address The address for which waiting threads should be arbitrated
|
||||
*/
|
||||
Thread* ArbitrateHighestPriorityThread(VAddr address);
|
||||
|
||||
/**
|
||||
* Arbitrate all threads currently waiting.
|
||||
* @param address The address for which waiting threads should be arbitrated
|
||||
*/
|
||||
void ArbitrateAllThreads(VAddr address);
|
||||
|
||||
/**
|
||||
* Gets the current thread
|
||||
*/
|
||||
|
@ -302,9 +280,4 @@ void ThreadingInit();
|
|||
*/
|
||||
void ThreadingShutdown();
|
||||
|
||||
/**
|
||||
* Get a const reference to the thread list for debug use
|
||||
*/
|
||||
const std::vector<SharedPtr<Thread>>& GetThreadList();
|
||||
|
||||
} // namespace Kernel
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "yuzu/debugger/wait_tree.h"
|
||||
#include "yuzu/util/util.h"
|
||||
|
||||
#include "core/core.h"
|
||||
#include "core/hle/kernel/condition_variable.h"
|
||||
#include "core/hle/kernel/event.h"
|
||||
#include "core/hle/kernel/mutex.h"
|
||||
|
@ -50,7 +51,7 @@ std::size_t WaitTreeItem::Row() const {
|
|||
}
|
||||
|
||||
std::vector<std::unique_ptr<WaitTreeThread>> WaitTreeItem::MakeThreadItemList() {
|
||||
const auto& threads = Kernel::GetThreadList();
|
||||
const auto& threads = Core::System::GetInstance().Scheduler().GetThreadList();
|
||||
std::vector<std::unique_ptr<WaitTreeThread>> item_list;
|
||||
item_list.reserve(threads.size());
|
||||
for (std::size_t i = 0; i < threads.size(); ++i) {
|
||||
|
|
Loading…
Reference in New Issue