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https://gitlab.com/suyu-emu/suyu.git
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Kernel: Address Feedback.
This commit is contained in:
parent
25f8606a6d
commit
3073615dbc
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@ -21,11 +21,11 @@ namespace Kernel {
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class AddressArbiter;
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class ClientPort;
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class GlobalScheduler;
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class HandleTable;
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class Process;
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class ResourceLimit;
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class Thread;
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class GlobalScheduler;
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/// Represents a single instance of the kernel.
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class KernelCore {
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@ -23,7 +23,7 @@
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namespace Kernel {
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GlobalScheduler::GlobalScheduler(Core::System& system) : system{system} {
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reselection_pending = false;
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is_reselection_pending = false;
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}
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void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
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@ -61,7 +61,7 @@ void GlobalScheduler::SelectThread(u32 core) {
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}
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sched.selected_thread = thread;
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}
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sched.context_switch_pending = sched.selected_thread != sched.current_thread;
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sched.is_context_switch_pending = sched.selected_thread != sched.current_thread;
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std::atomic_thread_fence(std::memory_order_seq_cst);
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};
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Scheduler& sched = system.Scheduler(core);
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@ -318,10 +318,18 @@ void GlobalScheduler::PreemptThreads() {
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}
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}
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reselection_pending.store(true, std::memory_order_release);
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is_reselection_pending.store(true, std::memory_order_release);
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}
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}
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void GlobalScheduler::Suggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].add(thread, priority);
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}
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void GlobalScheduler::Unsuggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].remove(thread, priority);
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}
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void GlobalScheduler::Schedule(u32 priority, u32 core, Thread* thread) {
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ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
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scheduled_queue[core].add(thread, priority);
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@ -332,12 +340,40 @@ void GlobalScheduler::SchedulePrepend(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].add(thread, priority, false);
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}
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void GlobalScheduler::Reschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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scheduled_queue[core].add(thread, priority);
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}
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void GlobalScheduler::Unschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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}
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void GlobalScheduler::TransferToCore(u32 priority, s32 destination_core, Thread* thread) {
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const bool schedulable = thread->GetPriority() < THREADPRIO_COUNT;
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const s32 source_core = thread->GetProcessorID();
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if (source_core == destination_core || !schedulable) {
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return;
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}
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thread->SetProcessorID(destination_core);
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if (source_core >= 0) {
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Unschedule(priority, source_core, thread);
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}
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if (destination_core >= 0) {
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Unsuggest(priority, destination_core, thread);
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Schedule(priority, destination_core, thread);
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}
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if (source_core >= 0) {
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Suggest(priority, source_core, thread);
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}
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}
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bool GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
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if (current_thread == winner) {
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current_thread->IncrementYieldCount();
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return true;
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} else {
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reselection_pending.store(true, std::memory_order_release);
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is_reselection_pending.store(true, std::memory_order_release);
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return false;
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}
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}
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@ -378,7 +414,7 @@ u64 Scheduler::GetLastContextSwitchTicks() const {
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}
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void Scheduler::TryDoContextSwitch() {
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if (context_switch_pending) {
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if (is_context_switch_pending ) {
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SwitchContext();
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}
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}
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@ -409,7 +445,7 @@ void Scheduler::SwitchContext() {
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Thread* const previous_thread = GetCurrentThread();
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Thread* const new_thread = GetSelectedThread();
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context_switch_pending = false;
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is_context_switch_pending = false;
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if (new_thread == previous_thread) {
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return;
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}
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@ -477,4 +513,9 @@ void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
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last_context_switch_time = most_recent_switch_ticks;
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}
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void Scheduler::Shutdown() {
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current_thread = nullptr;
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selected_thread = nullptr;
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}
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} // namespace Kernel
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@ -39,15 +39,11 @@ public:
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// Add a thread to the suggested queue of a cpu core. Suggested threads may be
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// picked if no thread is scheduled to run on the core.
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void Suggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].add(thread, priority);
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}
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void Suggest(u32 priority, u32 core, Thread* thread);
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// Remove a thread to the suggested queue of a cpu core. Suggested threads may be
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// picked if no thread is scheduled to run on the core.
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void Unsuggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].remove(thread, priority);
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}
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void Unsuggest(u32 priority, u32 core, Thread* thread);
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// Add a thread to the scheduling queue of a cpu core. The thread is added at the
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// back the queue in its priority level
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@ -58,37 +54,15 @@ public:
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void SchedulePrepend(u32 priority, u32 core, Thread* thread);
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// Reschedule an already scheduled thread based on a new priority
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void Reschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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scheduled_queue[core].add(thread, priority);
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}
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void Reschedule(u32 priority, u32 core, Thread* thread);
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// Unschedule a thread.
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void Unschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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}
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void Unschedule(u32 priority, u32 core, Thread* thread);
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// Transfers a thread into an specific core. If the destination_core is -1
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// it will be unscheduled from its source code and added into its suggested
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// queue.
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void TransferToCore(u32 priority, s32 destination_core, Thread* thread) {
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const bool schedulable = thread->GetPriority() < THREADPRIO_COUNT;
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const s32 source_core = thread->GetProcessorID();
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if (source_core == destination_core || !schedulable) {
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return;
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}
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thread->SetProcessorID(destination_core);
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if (source_core >= 0) {
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Unschedule(priority, source_core, thread);
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}
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if (destination_core >= 0) {
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Unsuggest(priority, destination_core, thread);
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Schedule(priority, destination_core, thread);
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}
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if (source_core >= 0) {
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Suggest(priority, source_core, thread);
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}
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}
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void TransferToCore(u32 priority, s32 destination_core, Thread* thread);
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/*
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* UnloadThread selects a core and forces it to unload its current thread's context
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@ -133,6 +107,12 @@ public:
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*/
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bool YieldThreadAndWaitForLoadBalancing(Thread* thread);
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/*
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* PreemptThreads this operation rotates the scheduling queues of threads at
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* a preemption priority and then does some core rebalancing. Preemption priorities
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* can be found in the array 'preemption_priorities'. This operation happens
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* every 10ms.
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*/
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void PreemptThreads();
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u32 CpuCoresCount() const {
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@ -140,11 +120,11 @@ public:
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}
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void SetReselectionPending() {
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reselection_pending.store(true, std::memory_order_release);
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is_reselection_pending.store(true, std::memory_order_release);
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}
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bool IsReselectionPending() const {
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return reselection_pending.load();
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return is_reselection_pending.load(std::memory_order_acquire);
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}
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void Shutdown();
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@ -155,8 +135,10 @@ private:
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static constexpr u32 min_regular_priority = 2;
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std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> scheduled_queue;
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std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> suggested_queue;
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std::atomic<bool> reselection_pending;
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std::atomic<bool> is_reselection_pending;
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// `preemption_priorities` are the priority levels at which the global scheduler
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// preempts threads every 10 ms. They are ordered from Core 0 to Core 3
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std::array<u32, NUM_CPU_CORES> preemption_priorities = {59, 59, 59, 62};
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/// Lists all thread ids that aren't deleted/etc.
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@ -166,7 +148,7 @@ private:
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class Scheduler final {
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public:
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explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, const u32 core_id);
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explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 core_id);
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~Scheduler();
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/// Returns whether there are any threads that are ready to run.
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@ -175,26 +157,27 @@ public:
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/// Reschedules to the next available thread (call after current thread is suspended)
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void TryDoContextSwitch();
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/// Unloads currently running thread
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void UnloadThread();
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/// Select the threads in top of the scheduling multilist.
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void SelectThreads();
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/// Gets the current running thread
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Thread* GetCurrentThread() const;
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/// Gets the currently selected thread from the top of the multilevel queue
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Thread* GetSelectedThread() const;
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/// Gets the timestamp for the last context switch in ticks.
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u64 GetLastContextSwitchTicks() const;
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bool ContextSwitchPending() const {
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return context_switch_pending;
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return is_context_switch_pending;
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}
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void Shutdown() {
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current_thread = nullptr;
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selected_thread = nullptr;
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}
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/// Shutdowns the scheduler.
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void Shutdown();
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private:
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friend class GlobalScheduler;
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u64 idle_selection_count = 0;
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const u32 core_id;
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bool context_switch_pending = false;
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bool is_context_switch_pending = false;
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};
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} // namespace Kernel
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@ -1556,18 +1556,18 @@ static void SleepThread(Core::System& system, s64 nanoseconds) {
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auto& scheduler = system.CurrentScheduler();
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auto* const current_thread = scheduler.GetCurrentThread();
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bool redundant = false;
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bool is_redundant = false;
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if (nanoseconds <= 0) {
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switch (static_cast<SleepType>(nanoseconds)) {
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case SleepType::YieldWithoutLoadBalancing:
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redundant = current_thread->YieldSimple();
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is_redundant = current_thread->YieldSimple();
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break;
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case SleepType::YieldWithLoadBalancing:
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redundant = current_thread->YieldAndBalanceLoad();
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is_redundant = current_thread->YieldAndBalanceLoad();
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break;
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case SleepType::YieldAndWaitForLoadBalancing:
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redundant = current_thread->YieldAndWaitForLoadBalancing();
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is_redundant = current_thread->YieldAndWaitForLoadBalancing();
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break;
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default:
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UNREACHABLE_MSG("Unimplemented sleep yield type '{:016X}'!", nanoseconds);
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current_thread->Sleep(nanoseconds);
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}
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if (redundant) {
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if (is_redundant) {
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// If it's redundant, the core is pretty much idle. Some games keep idling
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// a core while it's doing nothing, we advance timing to avoid costly continuos
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// a core while it's doing nothing, we advance timing to avoid costly continuous
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// calls.
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system.CoreTiming().AddTicks(2000);
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}
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@ -389,13 +389,13 @@ bool Thread::YieldAndWaitForLoadBalancing() {
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void Thread::SetSchedulingStatus(ThreadSchedStatus new_status) {
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const u32 old_flags = scheduling_state;
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scheduling_state =
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(scheduling_state & ThreadSchedMasks::HighMask) | static_cast<u32>(new_status);
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scheduling_state = (scheduling_state & static_cast<u32>(ThreadSchedMasks::HighMask)) |
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static_cast<u32>(new_status);
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AdjustSchedulingOnStatus(old_flags);
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}
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void Thread::SetCurrentPriority(u32 new_priority) {
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u32 old_priority = std::exchange(current_priority, new_priority);
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const u32 old_priority = std::exchange(current_priority, new_priority);
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AdjustSchedulingOnPriority(old_priority);
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}
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@ -410,10 +410,9 @@ ResultCode Thread::SetCoreAndAffinityMask(s32 new_core, u64 new_affinity_mask) {
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};
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const bool use_override = affinity_override_count != 0;
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// The value -3 is "do not change the ideal core".
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if (new_core == -3) {
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if (new_core == static_cast<s32>(CoreFlags::DontChangeIdealCore)) {
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new_core = use_override ? ideal_core_override : ideal_core;
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if ((new_affinity_mask & (1 << new_core)) == 0) {
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if ((new_affinity_mask & (1ULL << new_core)) == 0) {
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return ERR_INVALID_COMBINATION;
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}
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}
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}
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auto& scheduler = kernel.GlobalScheduler();
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if (static_cast<ThreadSchedStatus>(old_flags & ThreadSchedMasks::LowMask) ==
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if (static_cast<ThreadSchedStatus>(old_flags & static_cast<u32>(ThreadSchedMasks::LowMask)) ==
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ThreadSchedStatus::Runnable) {
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// In this case the thread was running, now it's pausing/exitting
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if (processor_id >= 0) {
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scheduler.Unschedule(current_priority, processor_id, this);
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}
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for (u32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0) {
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scheduler.Unsuggest(current_priority, core, this);
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}
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scheduler.Schedule(current_priority, processor_id, this);
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}
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for (u32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0) {
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scheduler.Suggest(current_priority, core, this);
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}
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@ -82,19 +82,25 @@ enum class ThreadSchedStatus : u32 {
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Exited = 3,
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};
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enum ThreadSchedFlags : u32 {
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enum class ThreadSchedFlags : u32 {
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ProcessPauseFlag = 1 << 4,
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ThreadPauseFlag = 1 << 5,
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ProcessDebugPauseFlag = 1 << 6,
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KernelInitPauseFlag = 1 << 8,
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};
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enum ThreadSchedMasks : u32 {
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enum class ThreadSchedMasks : u32 {
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LowMask = 0x000f,
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HighMask = 0xfff0,
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ForcePauseMask = 0x0070,
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};
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enum class CoreFlags : s32 {
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IgnoreIdealCore = -1,
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ProcessIdealCore = -2,
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DontChangeIdealCore = -3,
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};
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class Thread final : public WaitObject {
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public:
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using MutexWaitingThreads = std::vector<SharedPtr<Thread>>;
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@ -428,7 +434,8 @@ public:
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}
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ThreadSchedStatus GetSchedulingStatus() const {
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return static_cast<ThreadSchedStatus>(scheduling_state & ThreadSchedMasks::LowMask);
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return static_cast<ThreadSchedStatus>(scheduling_state &
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static_cast<u32>(ThreadSchedMasks::LowMask));
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}
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bool IsRunning() const {
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@ -471,7 +478,8 @@ private:
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u64 total_cpu_time_ticks = 0; ///< Total CPU running ticks.
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u64 last_running_ticks = 0; ///< CPU tick when thread was last running
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u64 yield_count = 0; ///< Number of innecessaries yields occured.
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u64 yield_count = 0; ///< Number of redundant yields carried by this thread.
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///< a redundant yield is one where no scheduling is changed
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s32 processor_id = 0;
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