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171 lines
6.1 KiB
C++
171 lines
6.1 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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#pragma once
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#include <mutex>
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#include <vector>
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#include "common/common_types.h"
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#include "common/multi_level_queue.h"
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/thread.h"
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namespace Core {
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class ARM_Interface;
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class System;
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} // namespace Core
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namespace Kernel {
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class Process;
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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);
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~Scheduler();
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/// Returns whether there are any threads that are ready to run.
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bool HaveReadyThreads() const;
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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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/// Gets the current running thread
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Thread* GetCurrentThread() 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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/// Adds a new thread to the scheduler
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void AddThread(SharedPtr<Thread> thread, u32 priority);
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/// Removes a thread from the scheduler
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void RemoveThread(Thread* thread);
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/// Schedules a thread that has become "ready"
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void ScheduleThread(Thread* thread, u32 priority);
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/// Unschedules a thread that was already scheduled
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void UnscheduleThread(Thread* thread, u32 priority);
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/// Sets the priority of a thread in the scheduler
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void SetThreadPriority(Thread* thread, u32 priority);
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/// Gets the next suggested thread for load balancing
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Thread* GetNextSuggestedThread(u32 core, u32 minimum_priority) const;
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/**
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* YieldWithoutLoadBalancing -- analogous to normal yield on a system
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* Moves the thread to the end of the ready queue for its priority, and then reschedules the
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* system to the new head of the queue.
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*
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* Example (Single Core -- but can be extrapolated to multi):
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* ready_queue[prio=0]: ThreadA, ThreadB, ThreadC (->exec order->)
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* Currently Running: ThreadR
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*
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* ThreadR calls YieldWithoutLoadBalancing
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*
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* ThreadR is moved to the end of ready_queue[prio=0]:
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* ready_queue[prio=0]: ThreadA, ThreadB, ThreadC, ThreadR (->exec order->)
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* Currently Running: Nothing
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*
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* System is rescheduled (ThreadA is popped off of queue):
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* ready_queue[prio=0]: ThreadB, ThreadC, ThreadR (->exec order->)
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* Currently Running: ThreadA
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*
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* If the queue is empty at time of call, no yielding occurs. This does not cross between cores
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* or priorities at all.
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*/
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void YieldWithoutLoadBalancing(Thread* thread);
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/**
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* YieldWithLoadBalancing -- yield but with better selection of the new running thread
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* Moves the current thread to the end of the ready queue for its priority, then selects a
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* 'suggested thread' (a thread on a different core that could run on this core) from the
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* scheduler, changes its core, and reschedules the current core to that thread.
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*
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* Example (Dual Core -- can be extrapolated to Quad Core, this is just normal yield if it were
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* single core):
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB (affinities not pictured as irrelevant
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* ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
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* Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
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*
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* ThreadQ calls YieldWithLoadBalancing
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*
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* ThreadQ is moved to the end of ready_queue[core=0][prio=0]:
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB
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* ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
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* Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
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*
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* A list of suggested threads for each core is compiled
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* Suggested Threads: {ThreadC on Core 1}
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* If this were quad core (as the switch is), there could be between 0 and 3 threads in this
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* list. If there are more than one, the thread is selected by highest prio.
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*
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* ThreadC is core changed to Core 0:
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* ready_queue[core=0][prio=0]: ThreadC, ThreadA, ThreadB, ThreadQ
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* ready_queue[core=1][prio=0]: ThreadD
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* Currently Running: None on Core 0 || ThreadP on Core 1
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*
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* System is rescheduled (ThreadC is popped off of queue):
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB, ThreadQ
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* ready_queue[core=1][prio=0]: ThreadD
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* Currently Running: ThreadC on Core 0 || ThreadP on Core 1
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*
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* If no suggested threads can be found this will behave just as normal yield. If there are
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* multiple candidates for the suggested thread on a core, the highest prio is taken.
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*/
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void YieldWithLoadBalancing(Thread* thread);
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/// Currently unknown -- asserts as unimplemented on call
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void YieldAndWaitForLoadBalancing(Thread* thread);
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/// Returns a list of all threads managed by the scheduler
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const std::vector<SharedPtr<Thread>>& GetThreadList() const {
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return thread_list;
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}
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private:
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/**
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* Pops and returns the next thread from the thread queue
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* @return A pointer to the next ready thread
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*/
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Thread* PopNextReadyThread();
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/**
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* Switches the CPU's active thread context to that of the specified thread
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* @param new_thread The thread to switch to
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*/
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void SwitchContext(Thread* new_thread);
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/**
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* Called on every context switch to update the internal timestamp
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* This also updates the running time ticks for the given thread and
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* process using the following difference:
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*
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* ticks += most_recent_ticks - last_context_switch_ticks
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*
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* The internal tick timestamp for the scheduler is simply the
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* most recent tick count retrieved. No special arithmetic is
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* applied to it.
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*/
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void UpdateLastContextSwitchTime(Thread* thread, Process* process);
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/// Lists all thread ids that aren't deleted/etc.
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std::vector<SharedPtr<Thread>> thread_list;
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/// Lists only ready thread ids.
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Common::MultiLevelQueue<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
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SharedPtr<Thread> current_thread = nullptr;
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Core::ARM_Interface& cpu_core;
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u64 last_context_switch_time = 0;
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Core::System& system;
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static std::mutex scheduler_mutex;
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};
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} // namespace Kernel
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