mirror of
https://github.com/Lime3DS/Lime3DS
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44336329ed
- cleaned up Kernel code a bit (moved stuff into namespace, fixed whitespace issues) - added handle types for all different CTROS handles
153 lines
4 KiB
C++
153 lines
4 KiB
C++
// Copyright 2014 Citra Emulator Project / PPSSPP Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <string.h>
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#include "common/common.h"
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#include "core/core.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/thread.h"
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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);
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next_id = INITIAL_NEXT_ID;
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}
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Handle ObjectPool::Create(Object* obj, int range_bottom, int range_top) {
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if (range_top > MAX_COUNT) {
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range_top = MAX_COUNT;
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}
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if (next_id >= range_bottom && next_id < range_top) {
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range_bottom = next_id++;
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}
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for (int i = range_bottom; i < range_top; i++) {
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if (!occupied[i]) {
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occupied[i] = true;
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pool[i] = obj;
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pool[i]->handle = i + HANDLE_OFFSET;
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return i + HANDLE_OFFSET;
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}
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}
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ERROR_LOG(HLE, "Unable to allocate kernel object, too many objects slots in use.");
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return 0;
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}
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bool ObjectPool::IsValid(Handle handle) {
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int index = handle - HANDLE_OFFSET;
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if (index < 0)
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return false;
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if (index >= MAX_COUNT)
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return false;
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return occupied[index];
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}
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void ObjectPool::Clear() {
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for (int i = 0; i < MAX_COUNT; i++) {
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//brutally clear everything, no validation
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if (occupied[i])
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delete pool[i];
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occupied[i] = false;
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}
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memset(pool, 0, sizeof(Object*)*MAX_COUNT);
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next_id = INITIAL_NEXT_ID;
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}
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Object* &ObjectPool::operator [](Handle handle)
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{
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_dbg_assert_msg_(KERNEL, IsValid(handle), "GRABBING UNALLOCED KERNEL OBJ");
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return pool[handle - HANDLE_OFFSET];
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}
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void ObjectPool::List() {
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for (int i = 0; i < MAX_COUNT; i++) {
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if (occupied[i]) {
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if (pool[i]) {
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INFO_LOG(KERNEL, "KO %i: %s \"%s\"", i + HANDLE_OFFSET, pool[i]->GetTypeName(),
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pool[i]->GetName());
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}
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}
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}
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}
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int ObjectPool::GetCount() {
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int count = 0;
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for (int i = 0; i < MAX_COUNT; i++) {
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if (occupied[i])
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count++;
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}
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return count;
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}
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Object* ObjectPool::CreateByIDType(int type) {
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// Used for save states. This is ugly, but what other way is there?
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switch (type) {
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//case SCE_KERNEL_TMID_Alarm:
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// return __KernelAlarmObject();
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//case SCE_KERNEL_TMID_EventFlag:
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// return __KernelEventFlagObject();
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//case SCE_KERNEL_TMID_Mbox:
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// return __KernelMbxObject();
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//case SCE_KERNEL_TMID_Fpl:
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// return __KernelMemoryFPLObject();
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//case SCE_KERNEL_TMID_Vpl:
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// return __KernelMemoryVPLObject();
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//case PPSSPP_KERNEL_TMID_PMB:
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// return __KernelMemoryPMBObject();
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//case PPSSPP_KERNEL_TMID_Module:
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// return __KernelModuleObject();
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//case SCE_KERNEL_TMID_Mpipe:
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// return __KernelMsgPipeObject();
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//case SCE_KERNEL_TMID_Mutex:
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// return __KernelMutexObject();
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//case SCE_KERNEL_TMID_LwMutex:
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// return __KernelLwMutexObject();
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//case SCE_KERNEL_TMID_Semaphore:
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// return __KernelSemaphoreObject();
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//case SCE_KERNEL_TMID_Callback:
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// return __KernelCallbackObject();
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//case SCE_KERNEL_TMID_Thread:
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// return __KernelThreadObject();
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//case SCE_KERNEL_TMID_VTimer:
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// return __KernelVTimerObject();
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//case SCE_KERNEL_TMID_Tlspl:
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// return __KernelTlsplObject();
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//case PPSSPP_KERNEL_TMID_File:
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// return __KernelFileNodeObject();
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//case PPSSPP_KERNEL_TMID_DirList:
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// return __KernelDirListingObject();
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default:
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ERROR_LOG(COMMON, "Unable to load state: could not find object type %d.", type);
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return NULL;
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}
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}
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void Init() {
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__KernelThreadingInit();
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}
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void Shutdown() {
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__KernelThreadingShutdown();
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}
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} // namespace
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bool __KernelLoadExec(u32 entry_point) {
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Kernel::Init();
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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_id = __KernelSetupMainThread(0x30);
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return true;
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}
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