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https://github.com/Lime3DS/Lime3DS
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kernel: changed main thread priority to default, updated Kernel::Reschedule to use PrepareReschedule
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parent
e8a17ee6fd
commit
10447d1f48
6 changed files with 17 additions and 9 deletions
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@ -7,6 +7,7 @@
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#include "core/mem_map.h"
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#include "core/hle/hle.h"
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#include "core/hle/svc.h"
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#include "core/hle/kernel/thread.h"
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#include "core/hle/service/service.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -41,11 +42,11 @@ void EatCycles(u32 cycles) {
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// TODO: ImplementMe
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}
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void ReSchedule(const char *reason) {
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void Reschedule(const char *reason) {
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#ifdef _DEBUG
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_dbg_assert_msg_(HLE, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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#endif
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// TODO: ImplementMe
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Core::g_app_core->PrepareReschedule();
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}
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void RegisterModule(std::string name, int num_functions, const FunctionDef* func_table) {
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@ -37,7 +37,7 @@ void CallSVC(u32 opcode);
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void EatCycles(u32 cycles);
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void ReSchedule(const char *reason);
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void Reschedule(const char *reason);
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void Init();
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@ -14,6 +14,7 @@
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namespace Kernel {
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Handle g_main_thread = 0;
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ObjectPool g_object_pool;
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ObjectPool::ObjectPool() {
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@ -150,7 +151,7 @@ bool LoadExec(u32 entry_point) {
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Core::g_app_core->SetPC(entry_point);
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// 0x30 is the typical main thread priority I've seen used so far
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Handle thread = Kernel::SetupMainThread(0x30);
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g_main_thread = Kernel::SetupMainThread(THREADPRIO_DEFAULT);
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return true;
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}
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@ -163,6 +163,7 @@ private:
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};
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extern ObjectPool g_object_pool;
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extern Handle g_main_thread;
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/**
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* Loads executable stored at specified address
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@ -285,11 +285,11 @@ Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s3
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HLE::EatCycles(32000);
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CallThread(t);
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// This won't schedule to the new thread, but it may to one woken from eating cycles.
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// Technically, this should not eat all at once, and reschedule in the middle, but that's hard.
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HLE::ReSchedule("thread created");
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CallThread(t);
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//HLE::Reschedule("thread created");
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return handle;
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}
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@ -125,8 +125,11 @@ Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
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Result res = object->WaitSynchronization(&wait);
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if (wait) {
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// Set current thread to wait state if handle was not unlocked
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::Reschedule();
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// Check for next thread to schedule
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HLE::Reschedule(__func__);
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// Context switch - Function blocked, is not actually returning (will be "called" again)
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@ -178,7 +181,9 @@ Result WaitSynchronizationN(void* _out, void* _handles, u32 handle_count, u32 wa
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// Set current thread to wait state if not all handles were unlocked
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::Reschedule();
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// Check for next thread to schedule
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HLE::Reschedule(__func__);
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// Context switch - Function blocked, is not actually returning (will be "called" again)
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