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60a373a786
This thread will not actually execute instructions, it will only advance the timing/events and try to yield immediately to the next ready thread, if there aren't any ready threads then it will be rescheduled and start its job again.
542 lines
17 KiB
C++
542 lines
17 KiB
C++
// Copyright 2014 Citra Emulator Project / PPSSPP 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 <algorithm>
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#include <list>
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#include <map>
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#include <vector>
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#include "common/common.h"
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#include "common/thread_queue_list.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/hle/hle.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/thread.h"
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#include "core/hle/kernel/mutex.h"
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#include "core/hle/result.h"
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#include "core/mem_map.h"
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namespace Kernel {
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class Thread : public Kernel::Object {
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public:
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std::string GetName() const override { return name; }
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std::string GetTypeName() const override { return "Thread"; }
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static const HandleType HANDLE_TYPE = HandleType::Thread;
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HandleType GetHandleType() const override { return HANDLE_TYPE; }
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inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
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inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
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inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
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inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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inline bool IsIdle() const { return idle; }
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ResultVal<bool> WaitSynchronization() override {
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const bool wait = status != THREADSTATUS_DORMANT;
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if (wait) {
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Handle thread = GetCurrentThreadHandle();
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if (std::find(waiting_threads.begin(), waiting_threads.end(), thread) == waiting_threads.end()) {
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waiting_threads.push_back(thread);
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}
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WaitCurrentThread(WAITTYPE_THREADEND, this->GetHandle());
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}
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return MakeResult<bool>(wait);
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}
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ThreadContext context;
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u32 thread_id;
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u32 status;
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u32 entry_point;
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u32 stack_top;
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u32 stack_size;
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s32 initial_priority;
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s32 current_priority;
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s32 processor_id;
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WaitType wait_type;
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Handle wait_handle;
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VAddr wait_address;
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std::vector<Handle> waiting_threads;
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std::string name;
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/// Whether this thread is intended to never actually be executed, i.e. always idle
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bool idle = false;
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};
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// Lists all thread ids that aren't deleted/etc.
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static std::vector<Handle> thread_queue;
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// Lists only ready thread ids.
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static Common::ThreadQueueList<Handle, THREADPRIO_LOWEST+1> thread_ready_queue;
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static Handle current_thread_handle;
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static Thread* current_thread;
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static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup
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static u32 next_thread_id; ///< The next available thread id
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Thread* GetCurrentThread() {
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return current_thread;
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}
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/// Gets the current thread handle
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Handle GetCurrentThreadHandle() {
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return GetCurrentThread()->GetHandle();
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}
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/// Sets the current thread
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inline void SetCurrentThread(Thread* t) {
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current_thread = t;
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current_thread_handle = t->GetHandle();
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}
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/// Saves the current CPU context
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void SaveContext(ThreadContext& ctx) {
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Core::g_app_core->SaveContext(ctx);
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}
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/// Loads a CPU context
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void LoadContext(ThreadContext& ctx) {
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Core::g_app_core->LoadContext(ctx);
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}
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/// Resets a thread
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void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
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memset(&t->context, 0, sizeof(ThreadContext));
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t->context.cpu_registers[0] = arg;
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t->context.pc = t->context.reg_15 = t->entry_point;
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t->context.sp = t->stack_top;
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t->context.cpsr = 0x1F; // Usermode
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// TODO(bunnei): This instructs the CPU core to start the execution as if it is "resuming" a
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// thread. This is somewhat Sky-Eye specific, and should be re-architected in the future to be
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// agnostic of the CPU core.
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t->context.mode = 8;
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if (t->current_priority < lowest_priority) {
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t->current_priority = t->initial_priority;
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}
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t->wait_type = WAITTYPE_NONE;
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t->wait_handle = 0;
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t->wait_address = 0;
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}
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/// Change a thread to "ready" state
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void ChangeReadyState(Thread* t, bool ready) {
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Handle handle = t->GetHandle();
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if (t->IsReady()) {
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if (!ready) {
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thread_ready_queue.remove(t->current_priority, handle);
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}
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} else if (ready) {
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if (t->IsRunning()) {
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thread_ready_queue.push_front(t->current_priority, handle);
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} else {
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thread_ready_queue.push_back(t->current_priority, handle);
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}
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t->status = THREADSTATUS_READY;
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}
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}
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/// Check if a thread is blocking on a specified wait type
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static bool CheckWaitType(const Thread* thread, WaitType type) {
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return (type == thread->wait_type) && (thread->IsWaiting());
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}
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/// Check if a thread is blocking on a specified wait type with a specified handle
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static bool CheckWaitType(const Thread* thread, WaitType type, Handle wait_handle) {
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return CheckWaitType(thread, type) && (wait_handle == thread->wait_handle);
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}
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/// Check if a thread is blocking on a specified wait type with a specified handle and address
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static bool CheckWaitType(const Thread* thread, WaitType type, Handle wait_handle, VAddr wait_address) {
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return CheckWaitType(thread, type, wait_handle) && (wait_address == thread->wait_address);
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}
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/// Stops the current thread
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ResultCode StopThread(Handle handle, const char* reason) {
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Thread* thread = g_handle_table.Get<Thread>(handle);
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if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
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// Release all the mutexes that this thread holds
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ReleaseThreadMutexes(handle);
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ChangeReadyState(thread, false);
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thread->status = THREADSTATUS_DORMANT;
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for (Handle waiting_handle : thread->waiting_threads) {
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Thread* waiting_thread = g_handle_table.Get<Thread>(waiting_handle);
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if (CheckWaitType(waiting_thread, WAITTYPE_THREADEND, handle))
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ResumeThreadFromWait(waiting_handle);
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}
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thread->waiting_threads.clear();
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// Stopped threads are never waiting.
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thread->wait_type = WAITTYPE_NONE;
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thread->wait_handle = 0;
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thread->wait_address = 0;
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return RESULT_SUCCESS;
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}
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/// Changes a threads state
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void ChangeThreadState(Thread* t, ThreadStatus new_status) {
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if (!t || t->status == new_status) {
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return;
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}
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ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
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t->status = new_status;
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if (new_status == THREADSTATUS_WAIT) {
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if (t->wait_type == WAITTYPE_NONE) {
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LOG_ERROR(Kernel, "Waittype none not allowed");
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}
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}
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}
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/// Arbitrate the highest priority thread that is waiting
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Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address) {
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Handle highest_priority_thread = 0;
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s32 priority = THREADPRIO_LOWEST;
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// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
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for (Handle handle : thread_queue) {
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Thread* thread = g_handle_table.Get<Thread>(handle);
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if (!CheckWaitType(thread, WAITTYPE_ARB, arbiter, address))
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continue;
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if (thread == nullptr)
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continue; // TODO(yuriks): Thread handle will hang around forever. Should clean up.
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if(thread->current_priority <= priority) {
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highest_priority_thread = handle;
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priority = thread->current_priority;
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}
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}
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// If a thread was arbitrated, resume it
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if (0 != highest_priority_thread)
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ResumeThreadFromWait(highest_priority_thread);
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return highest_priority_thread;
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}
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/// Arbitrate all threads currently waiting
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void ArbitrateAllThreads(u32 arbiter, u32 address) {
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// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
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for (Handle handle : thread_queue) {
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Thread* thread = g_handle_table.Get<Thread>(handle);
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if (CheckWaitType(thread, WAITTYPE_ARB, arbiter, address))
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ResumeThreadFromWait(handle);
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}
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}
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/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
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void CallThread(Thread* t) {
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// Stop waiting
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if (t->wait_type != WAITTYPE_NONE) {
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t->wait_type = WAITTYPE_NONE;
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}
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ChangeThreadState(t, THREADSTATUS_READY);
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}
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/// Switches CPU context to that of the specified thread
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void SwitchContext(Thread* t) {
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Thread* cur = GetCurrentThread();
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// Save context for current thread
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if (cur) {
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SaveContext(cur->context);
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if (cur->IsRunning()) {
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ChangeReadyState(cur, true);
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}
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}
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// Load context of new thread
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if (t) {
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SetCurrentThread(t);
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ChangeReadyState(t, false);
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t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
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t->wait_type = WAITTYPE_NONE;
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LoadContext(t->context);
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} else {
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SetCurrentThread(nullptr);
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}
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}
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/// Gets the next thread that is ready to be run by priority
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Thread* NextThread() {
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Handle next;
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Thread* cur = GetCurrentThread();
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if (cur && cur->IsRunning()) {
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next = thread_ready_queue.pop_first_better(cur->current_priority);
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} else {
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next = thread_ready_queue.pop_first();
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}
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if (next == 0) {
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return nullptr;
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}
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return Kernel::g_handle_table.Get<Thread>(next);
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}
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void WaitCurrentThread(WaitType wait_type, Handle wait_handle) {
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Thread* thread = GetCurrentThread();
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thread->wait_type = wait_type;
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thread->wait_handle = wait_handle;
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ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
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}
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void WaitCurrentThread(WaitType wait_type, Handle wait_handle, VAddr wait_address) {
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WaitCurrentThread(wait_type, wait_handle);
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GetCurrentThread()->wait_address = wait_address;
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}
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/// Resumes a thread from waiting by marking it as "ready"
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void ResumeThreadFromWait(Handle handle) {
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Thread* thread = Kernel::g_handle_table.Get<Thread>(handle);
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if (thread) {
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thread->status &= ~THREADSTATUS_WAIT;
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thread->wait_handle = 0;
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thread->wait_type = WAITTYPE_NONE;
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if (!(thread->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
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ChangeReadyState(thread, true);
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}
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}
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}
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/// Prints the thread queue for debugging purposes
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void DebugThreadQueue() {
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Thread* thread = GetCurrentThread();
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if (!thread) {
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return;
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}
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LOG_DEBUG(Kernel, "0x%02X 0x%08X (current)", thread->current_priority, GetCurrentThreadHandle());
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for (u32 i = 0; i < thread_queue.size(); i++) {
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Handle handle = thread_queue[i];
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s32 priority = thread_ready_queue.contains(handle);
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if (priority != -1) {
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LOG_DEBUG(Kernel, "0x%02X 0x%08X", priority, handle);
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}
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}
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}
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/// Creates a new thread
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Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority,
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s32 processor_id, u32 stack_top, int stack_size) {
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_assert_msg_(KERNEL, (priority >= THREADPRIO_HIGHEST && priority <= THREADPRIO_LOWEST),
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"priority=%d, outside of allowable range!", priority)
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Thread* thread = new Thread;
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// TOOD(yuriks): Fix error reporting
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handle = Kernel::g_handle_table.Create(thread).ValueOr(INVALID_HANDLE);
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thread_queue.push_back(handle);
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thread_ready_queue.prepare(priority);
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thread->thread_id = next_thread_id++;
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thread->status = THREADSTATUS_DORMANT;
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thread->entry_point = entry_point;
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thread->stack_top = stack_top;
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thread->stack_size = stack_size;
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thread->initial_priority = thread->current_priority = priority;
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thread->processor_id = processor_id;
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thread->wait_type = WAITTYPE_NONE;
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thread->wait_handle = 0;
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thread->wait_address = 0;
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thread->name = name;
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return thread;
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}
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/// Creates a new thread - wrapper for external user
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Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id,
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u32 stack_top, int stack_size) {
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if (name == nullptr) {
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LOG_ERROR(Kernel_SVC, "nullptr name");
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return -1;
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}
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if ((u32)stack_size < 0x200) {
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LOG_ERROR(Kernel_SVC, "(name=%s): invalid stack_size=0x%08X", name,
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stack_size);
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return -1;
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}
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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
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name, priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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if (!Memory::GetPointer(entry_point)) {
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LOG_ERROR(Kernel_SVC, "(name=%s): invalid entry %08x", name, entry_point);
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return -1;
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}
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Handle handle;
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Thread* thread = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
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stack_size);
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ResetThread(thread, arg, 0);
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CallThread(thread);
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return handle;
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}
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/// Get the priority of the thread specified by handle
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ResultVal<u32> GetThreadPriority(const Handle handle) {
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Thread* thread = g_handle_table.Get<Thread>(handle);
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if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
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return MakeResult<u32>(thread->current_priority);
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}
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/// Set the priority of the thread specified by handle
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ResultCode SetThreadPriority(Handle handle, s32 priority) {
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Thread* thread = nullptr;
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if (!handle) {
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thread = GetCurrentThread(); // TODO(bunnei): Is this correct behavior?
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} else {
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thread = g_handle_table.Get<Thread>(handle);
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if (thread == nullptr) {
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return InvalidHandle(ErrorModule::Kernel);
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}
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}
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_assert_msg_(KERNEL, (thread != nullptr), "called, but thread is nullptr!");
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// If priority is invalid, clamp to valid range
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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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LOG_WARNING(Kernel_SVC, "invalid priority=%d, clamping to %d", priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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// Change thread priority
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s32 old = thread->current_priority;
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thread_ready_queue.remove(old, handle);
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thread->current_priority = priority;
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thread_ready_queue.prepare(thread->current_priority);
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// Change thread status to "ready" and push to ready queue
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if (thread->IsRunning()) {
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thread->status = (thread->status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY;
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}
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if (thread->IsReady()) {
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thread_ready_queue.push_back(thread->current_priority, handle);
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}
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return RESULT_SUCCESS;
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}
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Handle SetupIdleThread() {
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Handle handle;
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Thread* thread = CreateThread(handle, "idle", 0, THREADPRIO_LOWEST, THREADPROCESSORID_0, 0, 0);
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thread->idle = true;
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CallThread(thread);
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return handle;
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}
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Handle SetupMainThread(s32 priority, int stack_size) {
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Handle handle;
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// Initialize new "main" thread
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Thread* thread = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
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THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
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ResetThread(thread, 0, 0);
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// If running another thread already, set it to "ready" state
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Thread* cur = GetCurrentThread();
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if (cur && cur->IsRunning()) {
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ChangeReadyState(cur, true);
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}
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// Run new "main" thread
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SetCurrentThread(thread);
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thread->status = THREADSTATUS_RUNNING;
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LoadContext(thread->context);
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return handle;
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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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Thread* prev = GetCurrentThread();
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Thread* next = NextThread();
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HLE::g_reschedule = false;
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if (next != nullptr) {
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LOG_TRACE(Kernel, "context switch 0x%08X -> 0x%08X", prev->GetHandle(), next->GetHandle());
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SwitchContext(next);
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} else {
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LOG_TRACE(Kernel, "cannot context switch from 0x%08X, no higher priority thread!", prev->GetHandle());
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for (Handle handle : thread_queue) {
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Thread* thread = g_handle_table.Get<Thread>(handle);
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LOG_TRACE(Kernel, "\thandle=0x%08X prio=0x%02X, status=0x%08X wait_type=0x%08X wait_handle=0x%08X",
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thread->GetHandle(), thread->current_priority, thread->status, thread->wait_type, thread->wait_handle);
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}
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}
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// TODO(bunnei): Hack - There is no timing mechanism yet to wake up a thread if it has been put
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// to sleep. So, we'll just immediately set it to "ready" again after an attempted context
|
|
// switch has occurred. This results in the current thread yielding on a sleep once, and then it
|
|
// will immediately be placed back in the queue for execution.
|
|
|
|
if (CheckWaitType(prev, WAITTYPE_SLEEP))
|
|
ResumeThreadFromWait(prev->GetHandle());
|
|
}
|
|
|
|
bool IsIdleThread(Handle handle) {
|
|
Thread* thread = g_handle_table.Get<Thread>(handle);
|
|
if (!thread) {
|
|
LOG_ERROR(Kernel, "Thread not found %u", handle);
|
|
return false;
|
|
}
|
|
return thread->IsIdle();
|
|
}
|
|
|
|
ResultCode GetThreadId(u32* thread_id, Handle handle) {
|
|
Thread* thread = g_handle_table.Get<Thread>(handle);
|
|
if (thread == nullptr)
|
|
return ResultCode(ErrorDescription::InvalidHandle, ErrorModule::OS,
|
|
ErrorSummary::WrongArgument, ErrorLevel::Permanent);
|
|
|
|
*thread_id = thread->thread_id;
|
|
|
|
return RESULT_SUCCESS;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void ThreadingInit() {
|
|
next_thread_id = INITIAL_THREAD_ID;
|
|
}
|
|
|
|
void ThreadingShutdown() {
|
|
}
|
|
|
|
} // namespace
|