Lime3DS/src/core/hle/kernel/kernel.cpp

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// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <string.h>
#include "common/common.h"
#include "core/core.h"
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#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/thread.h"
namespace Kernel {
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ObjectPool g_object_pool;
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ObjectPool::ObjectPool() {
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memset(occupied, 0, sizeof(bool) * MAX_COUNT);
next_id = INITIAL_NEXT_ID;
}
Handle ObjectPool::Create(Object* obj, int range_bottom, int range_top) {
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if (range_top > MAX_COUNT) {
range_top = MAX_COUNT;
}
if (next_id >= range_bottom && next_id < range_top) {
range_bottom = next_id++;
}
for (int i = range_bottom; i < range_top; i++) {
if (!occupied[i]) {
occupied[i] = true;
pool[i] = obj;
pool[i]->handle = i + HANDLE_OFFSET;
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return i + HANDLE_OFFSET;
}
}
ERROR_LOG(HLE, "Unable to allocate kernel object, too many objects slots in use.");
return 0;
}
bool ObjectPool::IsValid(Handle handle) {
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int index = handle - HANDLE_OFFSET;
if (index < 0)
return false;
if (index >= MAX_COUNT)
return false;
return occupied[index];
}
void ObjectPool::Clear() {
for (int i = 0; i < MAX_COUNT; i++) {
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//brutally clear everything, no validation
if (occupied[i])
delete pool[i];
occupied[i] = false;
}
memset(pool, 0, sizeof(Object*)*MAX_COUNT);
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next_id = INITIAL_NEXT_ID;
}
Object* &ObjectPool::operator [](Handle handle)
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{
_dbg_assert_msg_(KERNEL, IsValid(handle), "GRABBING UNALLOCED KERNEL OBJ");
return pool[handle - HANDLE_OFFSET];
}
void ObjectPool::List() {
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for (int i = 0; i < MAX_COUNT; i++) {
if (occupied[i]) {
if (pool[i]) {
INFO_LOG(KERNEL, "KO %i: %s \"%s\"", i + HANDLE_OFFSET, pool[i]->GetTypeName(),
pool[i]->GetName());
}
}
}
}
int ObjectPool::GetCount() {
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int count = 0;
for (int i = 0; i < MAX_COUNT; i++) {
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if (occupied[i])
count++;
}
return count;
}
Object* ObjectPool::CreateByIDType(int type) {
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// Used for save states. This is ugly, but what other way is there?
switch (type) {
//case SCE_KERNEL_TMID_Alarm:
// return __KernelAlarmObject();
//case SCE_KERNEL_TMID_EventFlag:
// return __KernelEventFlagObject();
//case SCE_KERNEL_TMID_Mbox:
// return __KernelMbxObject();
//case SCE_KERNEL_TMID_Fpl:
// return __KernelMemoryFPLObject();
//case SCE_KERNEL_TMID_Vpl:
// return __KernelMemoryVPLObject();
//case PPSSPP_KERNEL_TMID_PMB:
// return __KernelMemoryPMBObject();
//case PPSSPP_KERNEL_TMID_Module:
// return __KernelModuleObject();
//case SCE_KERNEL_TMID_Mpipe:
// return __KernelMsgPipeObject();
//case SCE_KERNEL_TMID_Mutex:
// return __KernelMutexObject();
//case SCE_KERNEL_TMID_LwMutex:
// return __KernelLwMutexObject();
//case SCE_KERNEL_TMID_Semaphore:
// return __KernelSemaphoreObject();
//case SCE_KERNEL_TMID_Callback:
// return __KernelCallbackObject();
//case SCE_KERNEL_TMID_Thread:
// return __KernelThreadObject();
//case SCE_KERNEL_TMID_VTimer:
// return __KernelVTimerObject();
//case SCE_KERNEL_TMID_Tlspl:
// return __KernelTlsplObject();
//case PPSSPP_KERNEL_TMID_File:
// return __KernelFileNodeObject();
//case PPSSPP_KERNEL_TMID_DirList:
// return __KernelDirListingObject();
default:
ERROR_LOG(COMMON, "Unable to load state: could not find object type %d.", type);
return NULL;
}
}
void Init() {
__KernelThreadingInit();
}
void Shutdown() {
__KernelThreadingShutdown();
}
} // namespace
bool __KernelLoadExec(u32 entry_point) {
Kernel::Init();
Core::g_app_core->SetPC(entry_point);
// 0x30 is the typical main thread priority I've seen used so far
Handle thread_id = __KernelSetupMainThread(0x30);
return true;
}