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416 lines
14 KiB
C++
416 lines
14 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 <cinttypes>
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#include <optional>
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#include <vector>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/logging/log.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/core.h"
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#include "core/core_cpu.h"
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#include "core/core_timing.h"
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#include "core/core_timing_util.h"
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#include "core/hle/kernel/errors.h"
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#include "core/hle/kernel/handle_table.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/object.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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#include "core/hle/kernel/thread.h"
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#include "core/hle/result.h"
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#include "core/memory.h"
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namespace Kernel {
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bool Thread::ShouldWait(Thread* thread) const {
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return status != ThreadStatus::Dead;
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}
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void Thread::Acquire(Thread* thread) {
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ASSERT_MSG(!ShouldWait(thread), "object unavailable!");
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}
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Thread::Thread(KernelCore& kernel) : WaitObject{kernel} {}
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Thread::~Thread() = default;
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void Thread::Stop() {
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// Cancel any outstanding wakeup events for this thread
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Core::System::GetInstance().CoreTiming().UnscheduleEvent(kernel.ThreadWakeupCallbackEventType(),
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callback_handle);
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kernel.ThreadWakeupCallbackHandleTable().Close(callback_handle);
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callback_handle = 0;
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// Clean up thread from ready queue
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// This is only needed when the thread is terminated forcefully (SVC TerminateProcess)
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if (status == ThreadStatus::Ready || status == ThreadStatus::Paused) {
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scheduler->UnscheduleThread(this, current_priority);
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}
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status = ThreadStatus::Dead;
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WakeupAllWaitingThreads();
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// Clean up any dangling references in objects that this thread was waiting for
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for (auto& wait_object : wait_objects) {
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wait_object->RemoveWaitingThread(this);
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}
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wait_objects.clear();
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// Mark the TLS slot in the thread's page as free.
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owner_process->FreeTLSSlot(tls_address);
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}
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void Thread::WakeAfterDelay(s64 nanoseconds) {
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// Don't schedule a wakeup if the thread wants to wait forever
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if (nanoseconds == -1)
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return;
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// This function might be called from any thread so we have to be cautious and use the
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// thread-safe version of ScheduleEvent.
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Core::System::GetInstance().CoreTiming().ScheduleEventThreadsafe(
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Core::Timing::nsToCycles(nanoseconds), kernel.ThreadWakeupCallbackEventType(),
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callback_handle);
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}
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void Thread::CancelWakeupTimer() {
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Core::System::GetInstance().CoreTiming().UnscheduleEventThreadsafe(
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kernel.ThreadWakeupCallbackEventType(), callback_handle);
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}
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static std::optional<s32> GetNextProcessorId(u64 mask) {
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for (s32 index = 0; index < Core::NUM_CPU_CORES; ++index) {
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if (mask & (1ULL << index)) {
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if (!Core::System::GetInstance().Scheduler(index).GetCurrentThread()) {
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// Core is enabled and not running any threads, use this one
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return index;
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}
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}
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}
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return {};
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}
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void Thread::ResumeFromWait() {
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ASSERT_MSG(wait_objects.empty(), "Thread is waking up while waiting for objects");
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switch (status) {
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case ThreadStatus::WaitSynchAll:
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case ThreadStatus::WaitSynchAny:
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case ThreadStatus::WaitHLEEvent:
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case ThreadStatus::WaitSleep:
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case ThreadStatus::WaitIPC:
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case ThreadStatus::WaitMutex:
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case ThreadStatus::WaitArb:
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break;
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case ThreadStatus::Ready:
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// The thread's wakeup callback must have already been cleared when the thread was first
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// awoken.
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ASSERT(wakeup_callback == nullptr);
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// If the thread is waiting on multiple wait objects, it might be awoken more than once
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// before actually resuming. We can ignore subsequent wakeups if the thread status has
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// already been set to ThreadStatus::Ready.
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return;
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case ThreadStatus::Running:
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DEBUG_ASSERT_MSG(false, "Thread with object id {} has already resumed.", GetObjectId());
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return;
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case ThreadStatus::Dead:
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// This should never happen, as threads must complete before being stopped.
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DEBUG_ASSERT_MSG(false, "Thread with object id {} cannot be resumed because it's DEAD.",
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GetObjectId());
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return;
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}
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wakeup_callback = nullptr;
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if (activity == ThreadActivity::Paused) {
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status = ThreadStatus::Paused;
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return;
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}
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status = ThreadStatus::Ready;
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ChangeScheduler();
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}
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/**
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* Resets a thread context, making it ready to be scheduled and run by the CPU
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* @param context Thread context to reset
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* @param stack_top Address of the top of the stack
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* @param entry_point Address of entry point for execution
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* @param arg User argument for thread
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*/
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static void ResetThreadContext(Core::ARM_Interface::ThreadContext& context, VAddr stack_top,
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VAddr entry_point, u64 arg) {
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context = {};
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context.cpu_registers[0] = arg;
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context.pc = entry_point;
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context.sp = stack_top;
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// TODO(merry): Perform a hardware test to determine the below value.
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// AHP = 0, DN = 1, FTZ = 1, RMode = Round towards zero
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context.fpcr = 0x03C00000;
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}
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ResultVal<SharedPtr<Thread>> Thread::Create(KernelCore& kernel, std::string name, VAddr entry_point,
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u32 priority, u64 arg, s32 processor_id,
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VAddr stack_top, Process& owner_process) {
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// Check if priority is in ranged. Lowest priority -> highest priority id.
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if (priority > THREADPRIO_LOWEST) {
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LOG_ERROR(Kernel_SVC, "Invalid thread priority: {}", priority);
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return ERR_INVALID_THREAD_PRIORITY;
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}
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if (processor_id > THREADPROCESSORID_MAX) {
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LOG_ERROR(Kernel_SVC, "Invalid processor id: {}", processor_id);
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return ERR_INVALID_PROCESSOR_ID;
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}
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if (!Memory::IsValidVirtualAddress(owner_process, entry_point)) {
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LOG_ERROR(Kernel_SVC, "(name={}): invalid entry {:016X}", name, entry_point);
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// TODO (bunnei): Find the correct error code to use here
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return ResultCode(-1);
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}
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auto& system = Core::System::GetInstance();
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SharedPtr<Thread> thread(new Thread(kernel));
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thread->thread_id = kernel.CreateNewThreadID();
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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->tpidr_el0 = 0;
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thread->nominal_priority = thread->current_priority = priority;
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thread->last_running_ticks = system.CoreTiming().GetTicks();
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thread->processor_id = processor_id;
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thread->ideal_core = processor_id;
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thread->affinity_mask = 1ULL << processor_id;
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thread->wait_objects.clear();
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thread->mutex_wait_address = 0;
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thread->condvar_wait_address = 0;
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thread->wait_handle = 0;
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thread->name = std::move(name);
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thread->callback_handle = kernel.ThreadWakeupCallbackHandleTable().Create(thread).Unwrap();
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thread->owner_process = &owner_process;
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thread->scheduler = &system.Scheduler(processor_id);
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thread->scheduler->AddThread(thread, priority);
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thread->tls_address = thread->owner_process->MarkNextAvailableTLSSlotAsUsed(*thread);
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// TODO(peachum): move to ScheduleThread() when scheduler is added so selected core is used
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// to initialize the context
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ResetThreadContext(thread->context, stack_top, entry_point, arg);
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return MakeResult<SharedPtr<Thread>>(std::move(thread));
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}
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void Thread::SetPriority(u32 priority) {
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ASSERT_MSG(priority <= THREADPRIO_LOWEST && priority >= THREADPRIO_HIGHEST,
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"Invalid priority value.");
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nominal_priority = priority;
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UpdatePriority();
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}
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void Thread::BoostPriority(u32 priority) {
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scheduler->SetThreadPriority(this, priority);
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current_priority = priority;
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}
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void Thread::SetWaitSynchronizationResult(ResultCode result) {
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context.cpu_registers[0] = result.raw;
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}
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void Thread::SetWaitSynchronizationOutput(s32 output) {
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context.cpu_registers[1] = output;
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}
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s32 Thread::GetWaitObjectIndex(WaitObject* object) const {
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ASSERT_MSG(!wait_objects.empty(), "Thread is not waiting for anything");
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auto match = std::find(wait_objects.rbegin(), wait_objects.rend(), object);
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return static_cast<s32>(std::distance(match, wait_objects.rend()) - 1);
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}
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VAddr Thread::GetCommandBufferAddress() const {
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// Offset from the start of TLS at which the IPC command buffer begins.
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static constexpr int CommandHeaderOffset = 0x80;
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return GetTLSAddress() + CommandHeaderOffset;
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}
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void Thread::SetStatus(ThreadStatus new_status) {
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if (new_status == status) {
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return;
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}
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if (status == ThreadStatus::Running) {
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last_running_ticks = Core::System::GetInstance().CoreTiming().GetTicks();
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}
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status = new_status;
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}
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void Thread::AddMutexWaiter(SharedPtr<Thread> thread) {
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if (thread->lock_owner == this) {
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// If the thread is already waiting for this thread to release the mutex, ensure that the
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// waiters list is consistent and return without doing anything.
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const auto iter = std::find(wait_mutex_threads.begin(), wait_mutex_threads.end(), thread);
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ASSERT(iter != wait_mutex_threads.end());
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return;
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}
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// A thread can't wait on two different mutexes at the same time.
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ASSERT(thread->lock_owner == nullptr);
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// Ensure that the thread is not already in the list of mutex waiters
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const auto iter = std::find(wait_mutex_threads.begin(), wait_mutex_threads.end(), thread);
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ASSERT(iter == wait_mutex_threads.end());
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// Keep the list in an ordered fashion
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const auto insertion_point = std::find_if(
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wait_mutex_threads.begin(), wait_mutex_threads.end(),
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[&thread](const auto& entry) { return entry->GetPriority() > thread->GetPriority(); });
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wait_mutex_threads.insert(insertion_point, thread);
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thread->lock_owner = this;
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UpdatePriority();
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}
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void Thread::RemoveMutexWaiter(SharedPtr<Thread> thread) {
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ASSERT(thread->lock_owner == this);
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// Ensure that the thread is in the list of mutex waiters
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const auto iter = std::find(wait_mutex_threads.begin(), wait_mutex_threads.end(), thread);
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ASSERT(iter != wait_mutex_threads.end());
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wait_mutex_threads.erase(iter);
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thread->lock_owner = nullptr;
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UpdatePriority();
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}
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void Thread::UpdatePriority() {
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// If any of the threads waiting on the mutex have a higher priority
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// (taking into account priority inheritance), then this thread inherits
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// that thread's priority.
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u32 new_priority = nominal_priority;
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if (!wait_mutex_threads.empty()) {
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if (wait_mutex_threads.front()->current_priority < new_priority) {
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new_priority = wait_mutex_threads.front()->current_priority;
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}
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}
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if (new_priority == current_priority) {
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return;
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}
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scheduler->SetThreadPriority(this, new_priority);
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current_priority = new_priority;
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if (!lock_owner) {
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return;
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}
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// Ensure that the thread is within the correct location in the waiting list.
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auto old_owner = lock_owner;
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lock_owner->RemoveMutexWaiter(this);
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old_owner->AddMutexWaiter(this);
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// Recursively update the priority of the thread that depends on the priority of this one.
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lock_owner->UpdatePriority();
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}
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void Thread::ChangeCore(u32 core, u64 mask) {
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ideal_core = core;
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affinity_mask = mask;
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ChangeScheduler();
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}
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void Thread::ChangeScheduler() {
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if (status != ThreadStatus::Ready) {
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return;
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}
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auto& system = Core::System::GetInstance();
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std::optional<s32> new_processor_id{GetNextProcessorId(affinity_mask)};
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if (!new_processor_id) {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 && system.Scheduler(ideal_core).GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = system.Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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scheduler->RemoveThread(this);
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next_scheduler.AddThread(this, current_priority);
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}
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processor_id = *new_processor_id;
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// If the thread was ready, unschedule from the previous core and schedule on the new core
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scheduler->UnscheduleThread(this, current_priority);
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next_scheduler.ScheduleThread(this, current_priority);
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// Change thread's scheduler
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scheduler = &next_scheduler;
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system.CpuCore(processor_id).PrepareReschedule();
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}
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bool Thread::AllWaitObjectsReady() {
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return std::none_of(
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wait_objects.begin(), wait_objects.end(),
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[this](const SharedPtr<WaitObject>& object) { return object->ShouldWait(this); });
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}
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bool Thread::InvokeWakeupCallback(ThreadWakeupReason reason, SharedPtr<Thread> thread,
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SharedPtr<WaitObject> object, std::size_t index) {
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ASSERT(wakeup_callback);
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return wakeup_callback(reason, std::move(thread), std::move(object), index);
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}
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void Thread::SetActivity(ThreadActivity value) {
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activity = value;
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if (value == ThreadActivity::Paused) {
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// Set status if not waiting
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if (status == ThreadStatus::Ready) {
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status = ThreadStatus::Paused;
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} else if (status == ThreadStatus::Running) {
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status = ThreadStatus::Paused;
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Core::System::GetInstance().CpuCore(processor_id).PrepareReschedule();
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}
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} else if (status == ThreadStatus::Paused) {
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// Ready to reschedule
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ResumeFromWait();
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}
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}
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void Thread::Sleep(s64 nanoseconds) {
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// Sleep current thread and check for next thread to schedule
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SetStatus(ThreadStatus::WaitSleep);
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// Create an event to wake the thread up after the specified nanosecond delay has passed
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WakeAfterDelay(nanoseconds);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Gets the current thread
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*/
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Thread* GetCurrentThread() {
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return Core::System::GetInstance().CurrentScheduler().GetCurrentThread();
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}
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} // namespace Kernel
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