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43e0d865fa
Gets all of these types and interfaces out of the global namespace.
161 lines
5.1 KiB
C++
161 lines
5.1 KiB
C++
// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <utility>
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#include "common/assert.h"
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#include "common/logging/log.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_timing.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/scheduler.h"
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namespace Kernel {
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std::mutex Scheduler::scheduler_mutex;
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Scheduler::Scheduler(Core::ARM_Interface* cpu_core) : cpu_core(cpu_core) {}
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Scheduler::~Scheduler() {
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for (auto& thread : thread_list) {
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thread->Stop();
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}
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}
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bool Scheduler::HaveReadyThreads() const {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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return ready_queue.get_first() != nullptr;
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}
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Thread* Scheduler::GetCurrentThread() const {
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return current_thread.get();
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}
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Thread* Scheduler::PopNextReadyThread() {
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Thread* next = nullptr;
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Thread* thread = GetCurrentThread();
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if (thread && thread->status == ThreadStatus::Running) {
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// We have to do better than the current thread.
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// This call returns null when that's not possible.
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next = ready_queue.pop_first_better(thread->current_priority);
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if (!next) {
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// Otherwise just keep going with the current thread
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next = thread;
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}
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} else {
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next = ready_queue.pop_first();
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}
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return next;
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}
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void Scheduler::SwitchContext(Thread* new_thread) {
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Thread* previous_thread = GetCurrentThread();
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// Save context for previous thread
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if (previous_thread) {
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previous_thread->last_running_ticks = CoreTiming::GetTicks();
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cpu_core->SaveContext(previous_thread->context);
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// Save the TPIDR_EL0 system register in case it was modified.
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previous_thread->tpidr_el0 = cpu_core->GetTPIDR_EL0();
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if (previous_thread->status == ThreadStatus::Running) {
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// This is only the case when a reschedule is triggered without the current thread
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// yielding execution (i.e. an event triggered, system core time-sliced, etc)
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ready_queue.push_front(previous_thread->current_priority, previous_thread);
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previous_thread->status = ThreadStatus::Ready;
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}
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}
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// Load context of new thread
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if (new_thread) {
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ASSERT_MSG(new_thread->status == ThreadStatus::Ready,
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"Thread must be ready to become running.");
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// Cancel any outstanding wakeup events for this thread
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new_thread->CancelWakeupTimer();
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auto previous_process = Core::CurrentProcess();
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current_thread = new_thread;
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ready_queue.remove(new_thread->current_priority, new_thread);
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new_thread->status = ThreadStatus::Running;
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if (previous_process != current_thread->owner_process) {
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Core::CurrentProcess() = current_thread->owner_process;
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SetCurrentPageTable(&Core::CurrentProcess()->vm_manager.page_table);
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}
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cpu_core->LoadContext(new_thread->context);
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cpu_core->SetTlsAddress(new_thread->GetTLSAddress());
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cpu_core->SetTPIDR_EL0(new_thread->GetTPIDR_EL0());
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cpu_core->ClearExclusiveState();
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} else {
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current_thread = nullptr;
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// Note: We do not reset the current process and current page table when idling because
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// technically we haven't changed processes, our threads are just paused.
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}
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}
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void Scheduler::Reschedule() {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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Thread* cur = GetCurrentThread();
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Thread* next = PopNextReadyThread();
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if (cur && next) {
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LOG_TRACE(Kernel, "context switch {} -> {}", cur->GetObjectId(), next->GetObjectId());
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} else if (cur) {
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LOG_TRACE(Kernel, "context switch {} -> idle", cur->GetObjectId());
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} else if (next) {
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LOG_TRACE(Kernel, "context switch idle -> {}", next->GetObjectId());
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}
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SwitchContext(next);
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}
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void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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thread_list.push_back(std::move(thread));
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ready_queue.prepare(priority);
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}
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void Scheduler::RemoveThread(Thread* thread) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
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thread_list.end());
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}
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void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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ASSERT(thread->status == ThreadStatus::Ready);
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ready_queue.push_back(priority, thread);
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}
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void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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ASSERT(thread->status == ThreadStatus::Ready);
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ready_queue.remove(priority, thread);
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}
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void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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// If thread was ready, adjust queues
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if (thread->status == ThreadStatus::Ready)
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ready_queue.move(thread, thread->current_priority, priority);
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else
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ready_queue.prepare(priority);
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}
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} // namespace Kernel
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