yuzu/src/core/hle/kernel/thread.h
Subv 8634b8cb83 Threading: Reworked the way our scheduler works.
Threads will now be awakened when the objects they're waiting on are signaled, instead of repeating the WaitSynchronization call every now and then.

The scheduler is now called once after every SVC call, and once after a thread is awakened from sleep by its timeout callback.

This new implementation is based off reverse-engineering of the real kernel.

See https://gist.github.com/Subv/02f29bd9f1e5deb7aceea1e8f019c8f4 for a more detailed description of how the real kernel handles rescheduling.
2016-12-03 22:38:14 -05:00

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// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <unordered_map>
#include <vector>
#include <boost/container/flat_set.hpp>
#include "common/common_types.h"
#include "core/core.h"
#include "core/hle/hle.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/result.h"
enum ThreadPriority : s32 {
THREADPRIO_HIGHEST = 0, ///< Highest thread priority
THREADPRIO_USERLAND_MAX = 24, ///< Highest thread priority for userland apps
THREADPRIO_DEFAULT = 48, ///< Default thread priority for userland apps
THREADPRIO_LOWEST = 63, ///< Lowest thread priority
};
enum ThreadProcessorId : s32 {
THREADPROCESSORID_DEFAULT = -2, ///< Run thread on default core specified by exheader
THREADPROCESSORID_ALL = -1, ///< Run thread on either core
THREADPROCESSORID_0 = 0, ///< Run thread on core 0 (AppCore)
THREADPROCESSORID_1 = 1, ///< Run thread on core 1 (SysCore)
THREADPROCESSORID_MAX = 2, ///< Processor ID must be less than this
};
enum ThreadStatus {
THREADSTATUS_RUNNING, ///< Currently running
THREADSTATUS_READY, ///< Ready to run
THREADSTATUS_WAIT_ARB, ///< Waiting on an address arbiter
THREADSTATUS_WAIT_SLEEP, ///< Waiting due to a SleepThread SVC
THREADSTATUS_WAIT_SYNCH, ///< Waiting due to a WaitSynchronization SVC
THREADSTATUS_DORMANT, ///< Created but not yet made ready
THREADSTATUS_DEAD ///< Run to completion, or forcefully terminated
};
namespace Kernel {
class Mutex;
class Process;
class Thread final : public WaitObject {
public:
/**
* Creates and returns a new thread. The new thread is immediately scheduled
* @param name The friendly name desired for the thread
* @param entry_point The address at which the thread should start execution
* @param priority The thread's priority
* @param arg User data to pass to the thread
* @param processor_id The ID(s) of the processors on which the thread is desired to be run
* @param stack_top The address of the thread's stack top
* @return A shared pointer to the newly created thread
*/
static ResultVal<SharedPtr<Thread>> Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top);
std::string GetName() const override {
return name;
}
std::string GetTypeName() const override {
return "Thread";
}
static const HandleType HANDLE_TYPE = HandleType::Thread;
HandleType GetHandleType() const override {
return HANDLE_TYPE;
}
bool ShouldWait() override;
void Acquire() override;
/**
* Gets the thread's current priority
* @return The current thread's priority
*/
s32 GetPriority() const {
return current_priority;
}
/**
* Sets the thread's current priority
* @param priority The new priority
*/
void SetPriority(s32 priority);
/**
* Temporarily boosts the thread's priority until the next time it is scheduled
* @param priority The new priority
*/
void BoostPriority(s32 priority);
/**
* Gets the thread's thread ID
* @return The thread's ID
*/
u32 GetThreadId() const {
return thread_id;
}
/**
* Resumes a thread from waiting
*/
void ResumeFromWait();
/**
* Schedules an event to wake up the specified thread after the specified delay
* @param nanoseconds The time this thread will be allowed to sleep for
*/
void WakeAfterDelay(s64 nanoseconds);
/**
* Sets the result after the thread awakens (from either WaitSynchronization SVC)
* @param result Value to set to the returned result
*/
void SetWaitSynchronizationResult(ResultCode result);
/**
* Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only)
* @param output Value to set to the output parameter
*/
void SetWaitSynchronizationOutput(s32 output);
/**
* Retrieves the index that this particular object occupies in the list of objects
* that the thread passed to WaitSynchronizationN.
* It is used to set the output value of WaitSynchronizationN when the thread is awakened.
* @param object Object to query the index of.
*/
s32 GetWaitObjectIndex(WaitObject* object) {
return wait_objects_index[object->GetObjectId()];
}
/**
* Stops a thread, invalidating it from further use
*/
void Stop();
/*
* Returns the Thread Local Storage address of the current thread
* @returns VAddr of the thread's TLS
*/
VAddr GetTLSAddress() const {
return tls_address;
}
Core::ThreadContext context;
u32 thread_id;
u32 status;
u32 entry_point;
u32 stack_top;
s32 nominal_priority; ///< Nominal thread priority, as set by the emulated application
s32 current_priority; ///< Current thread priority, can be temporarily changed
u64 last_running_ticks; ///< CPU tick when thread was last running
s32 processor_id;
VAddr tls_address; ///< Virtual address of the Thread Local Storage of the thread
/// Mutexes currently held by this thread, which will be released when it exits.
boost::container::flat_set<SharedPtr<Mutex>> held_mutexes;
SharedPtr<Process> owner_process; ///< Process that owns this thread
std::vector<SharedPtr<WaitObject>> wait_objects; ///< Objects that the thread is waiting on
std::unordered_map<int, s32> wait_objects_index; ///< Mapping of Object ids to their position in the last waitlist that this object waited on.
VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address
bool wait_set_output; ///< True if the WaitSynchronizationN output parameter should be set on thread wakeup
std::string name;
/// Handle used as userdata to reference this object when inserting into the CoreTiming queue.
Handle callback_handle;
private:
Thread();
~Thread() override;
};
/**
* Sets up the primary application thread
* @param entry_point The address at which the thread should start execution
* @param priority The priority to give the main thread
* @return A shared pointer to the main thread
*/
SharedPtr<Thread> SetupMainThread(u32 entry_point, s32 priority);
/**
* 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(u32 address);
/**
* Arbitrate all threads currently waiting.
* @param address The address for which waiting threads should be arbitrated
*/
void ArbitrateAllThreads(u32 address);
/**
* Gets the current thread
*/
Thread* GetCurrentThread();
/**
* Waits the current thread on a sleep
*/
void WaitCurrentThread_Sleep();
/**
* Waits the current thread from a WaitSynchronization call
* @param wait_objects Kernel objects that we are waiting on
* @param wait_set_output If true, set the output parameter on thread wakeup (for
* WaitSynchronizationN only)
*/
void WaitCurrentThread_WaitSynchronization(std::vector<SharedPtr<WaitObject>> wait_objects,
bool wait_set_output);
/**
* Waits the current thread from an ArbitrateAddress call
* @param wait_address Arbitration address used to resume from wait
*/
void WaitCurrentThread_ArbitrateAddress(VAddr wait_address);
/**
* Initialize threading
*/
void ThreadingInit();
/**
* Shutdown threading
*/
void ThreadingShutdown();
/**
* Get a const reference to the thread list for debug use
*/
const std::vector<SharedPtr<Thread>>& GetThreadList();
} // namespace