mirror of
https://github.com/Lime3DS/Lime3DS
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476 lines
15 KiB
C++
476 lines
15 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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#include <algorithm>
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#include <list>
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#include <map>
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#include <vector>
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#include "common/common.h"
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#include "common/thread_queue_list.h"
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#include "core/core.h"
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#include "core/hle/hle.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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#include "core/hle/result.h"
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#include "core/mem_map.h"
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namespace Kernel {
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class Thread : public Kernel::Object {
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public:
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std::string GetName() const override { return name; }
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std::string GetTypeName() const override { return "Thread"; }
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static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; }
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Kernel::HandleType GetHandleType() const override { return Kernel::HandleType::Thread; }
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inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
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inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
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inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
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inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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ResultVal<bool> WaitSynchronization() override {
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const bool wait = status != THREADSTATUS_DORMANT;
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if (wait) {
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Handle thread = GetCurrentThreadHandle();
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if (std::find(waiting_threads.begin(), waiting_threads.end(), thread) == waiting_threads.end()) {
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waiting_threads.push_back(thread);
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}
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WaitCurrentThread(WAITTYPE_THREADEND, this->GetHandle());
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}
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return MakeResult<bool>(wait);
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}
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ThreadContext context;
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u32 status;
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u32 entry_point;
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u32 stack_top;
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u32 stack_size;
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s32 initial_priority;
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s32 current_priority;
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s32 processor_id;
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WaitType wait_type;
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Handle wait_handle;
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std::vector<Handle> waiting_threads;
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std::string name;
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};
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// Lists all thread ids that aren't deleted/etc.
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static std::vector<Handle> thread_queue;
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// Lists only ready thread ids.
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static Common::ThreadQueueList<Handle> thread_ready_queue;
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static Handle current_thread_handle;
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static Thread* current_thread;
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/// Gets the current thread
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inline Thread* GetCurrentThread() {
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return current_thread;
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}
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/// Gets the current thread handle
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Handle GetCurrentThreadHandle() {
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return GetCurrentThread()->GetHandle();
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}
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/// Sets the current thread
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inline void SetCurrentThread(Thread* t) {
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current_thread = t;
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current_thread_handle = t->GetHandle();
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}
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/// Saves the current CPU context
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void SaveContext(ThreadContext& ctx) {
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Core::g_app_core->SaveContext(ctx);
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}
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/// Loads a CPU context
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void LoadContext(ThreadContext& ctx) {
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Core::g_app_core->LoadContext(ctx);
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}
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/// Resets a thread
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void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
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memset(&t->context, 0, sizeof(ThreadContext));
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t->context.cpu_registers[0] = arg;
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t->context.pc = t->context.reg_15 = t->entry_point;
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t->context.sp = t->stack_top;
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t->context.cpsr = 0x1F; // Usermode
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// TODO(bunnei): This instructs the CPU core to start the execution as if it is "resuming" a
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// thread. This is somewhat Sky-Eye specific, and should be re-architected in the future to be
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// agnostic of the CPU core.
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t->context.mode = 8;
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if (t->current_priority < lowest_priority) {
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t->current_priority = t->initial_priority;
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}
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t->wait_type = WAITTYPE_NONE;
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t->wait_handle = 0;
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}
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/// Change a thread to "ready" state
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void ChangeReadyState(Thread* t, bool ready) {
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Handle handle = t->GetHandle();
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if (t->IsReady()) {
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if (!ready) {
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thread_ready_queue.remove(t->current_priority, handle);
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}
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} else if (ready) {
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if (t->IsRunning()) {
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thread_ready_queue.push_front(t->current_priority, handle);
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} else {
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thread_ready_queue.push_back(t->current_priority, handle);
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}
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t->status = THREADSTATUS_READY;
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}
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}
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/// Verify that a thread has not been released from waiting
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inline bool VerifyWait(const Thread* thread, WaitType type, Handle wait_handle) {
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_dbg_assert_(KERNEL, thread != nullptr);
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return type == thread->wait_type && wait_handle == thread->wait_handle;
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}
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/// Stops the current thread
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ResultCode StopThread(Handle handle, const char* reason) {
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Thread* thread = g_object_pool.Get<Thread>(handle);
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if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
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ChangeReadyState(thread, false);
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thread->status = THREADSTATUS_DORMANT;
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for (Handle waiting_handle : thread->waiting_threads) {
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Thread* waiting_thread = g_object_pool.Get<Thread>(waiting_handle);
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if (VerifyWait(waiting_thread, WAITTYPE_THREADEND, handle)) {
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ResumeThreadFromWait(waiting_handle);
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}
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}
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thread->waiting_threads.clear();
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// Stopped threads are never waiting.
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thread->wait_type = WAITTYPE_NONE;
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thread->wait_handle = 0;
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return RESULT_SUCCESS;
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}
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/// Changes a threads state
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void ChangeThreadState(Thread* t, ThreadStatus new_status) {
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if (!t || t->status == new_status) {
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return;
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}
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ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
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t->status = new_status;
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if (new_status == THREADSTATUS_WAIT) {
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if (t->wait_type == WAITTYPE_NONE) {
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ERROR_LOG(KERNEL, "Waittype none not allowed");
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}
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}
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}
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/// Arbitrate the highest priority thread that is waiting
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Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address) {
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Handle highest_priority_thread = 0;
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s32 priority = THREADPRIO_LOWEST;
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// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
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for (Handle handle : thread_queue) {
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Thread* thread = g_object_pool.Get<Thread>(handle);
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// TODO(bunnei): Verify arbiter address...
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if (!VerifyWait(thread, WAITTYPE_ARB, arbiter))
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continue;
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if (thread == nullptr)
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continue; // TODO(yuriks): Thread handle will hang around forever. Should clean up.
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if(thread->current_priority <= priority) {
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highest_priority_thread = handle;
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priority = thread->current_priority;
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}
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}
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// If a thread was arbitrated, resume it
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if (0 != highest_priority_thread)
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ResumeThreadFromWait(highest_priority_thread);
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return highest_priority_thread;
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}
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/// Arbitrate all threads currently waiting
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void ArbitrateAllThreads(u32 arbiter, u32 address) {
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// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
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for (Handle handle : thread_queue) {
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Thread* thread = g_object_pool.Get<Thread>(handle);
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// TODO(bunnei): Verify arbiter address...
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if (VerifyWait(thread, WAITTYPE_ARB, arbiter))
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ResumeThreadFromWait(handle);
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}
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}
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/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
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void CallThread(Thread* t) {
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// Stop waiting
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if (t->wait_type != WAITTYPE_NONE) {
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t->wait_type = WAITTYPE_NONE;
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}
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ChangeThreadState(t, THREADSTATUS_READY);
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}
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/// Switches CPU context to that of the specified thread
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void SwitchContext(Thread* t) {
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Thread* cur = GetCurrentThread();
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// Save context for current thread
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if (cur) {
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SaveContext(cur->context);
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if (cur->IsRunning()) {
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ChangeReadyState(cur, true);
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}
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}
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// Load context of new thread
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if (t) {
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SetCurrentThread(t);
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ChangeReadyState(t, false);
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t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
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t->wait_type = WAITTYPE_NONE;
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LoadContext(t->context);
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} else {
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SetCurrentThread(nullptr);
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}
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}
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/// Gets the next thread that is ready to be run by priority
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Thread* NextThread() {
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Handle next;
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Thread* cur = GetCurrentThread();
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if (cur && cur->IsRunning()) {
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next = thread_ready_queue.pop_first_better(cur->current_priority);
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} else {
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next = thread_ready_queue.pop_first();
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}
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if (next == 0) {
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return nullptr;
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}
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return Kernel::g_object_pool.Get<Thread>(next);
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}
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/**
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* Puts the current thread in the wait state for the given type
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* @param wait_type Type of wait
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* @param wait_handle Handle of Kernel object that we are waiting on, defaults to current thread
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*/
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void WaitCurrentThread(WaitType wait_type, Handle wait_handle) {
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Thread* thread = GetCurrentThread();
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thread->wait_type = wait_type;
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thread->wait_handle = wait_handle;
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ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
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}
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/// Resumes a thread from waiting by marking it as "ready"
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void ResumeThreadFromWait(Handle handle) {
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Thread* thread = Kernel::g_object_pool.Get<Thread>(handle);
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if (thread) {
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thread->status &= ~THREADSTATUS_WAIT;
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if (!(thread->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
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ChangeReadyState(thread, true);
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}
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}
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}
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/// Prints the thread queue for debugging purposes
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void DebugThreadQueue() {
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Thread* thread = GetCurrentThread();
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if (!thread) {
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return;
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}
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INFO_LOG(KERNEL, "0x%02X 0x%08X (current)", thread->current_priority, GetCurrentThreadHandle());
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for (u32 i = 0; i < thread_queue.size(); i++) {
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Handle handle = thread_queue[i];
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s32 priority = thread_ready_queue.contains(handle);
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if (priority != -1) {
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INFO_LOG(KERNEL, "0x%02X 0x%08X", priority, handle);
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}
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}
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}
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/// Creates a new thread
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Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority,
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s32 processor_id, u32 stack_top, int stack_size) {
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_assert_msg_(KERNEL, (priority >= THREADPRIO_HIGHEST && priority <= THREADPRIO_LOWEST),
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"CreateThread priority=%d, outside of allowable range!", priority)
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Thread* thread = new Thread;
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handle = Kernel::g_object_pool.Create(thread);
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thread_queue.push_back(handle);
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thread_ready_queue.prepare(priority);
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thread->status = THREADSTATUS_DORMANT;
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thread->entry_point = entry_point;
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thread->stack_top = stack_top;
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thread->stack_size = stack_size;
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thread->initial_priority = thread->current_priority = priority;
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thread->processor_id = processor_id;
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thread->wait_type = WAITTYPE_NONE;
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thread->wait_handle = 0;
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thread->name = name;
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return thread;
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}
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/// Creates a new thread - wrapper for external user
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Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id,
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u32 stack_top, int stack_size) {
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if (name == nullptr) {
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ERROR_LOG(KERNEL, "CreateThread(): nullptr name");
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return -1;
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}
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if ((u32)stack_size < 0x200) {
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ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid stack_size=0x%08X", name,
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stack_size);
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return -1;
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}
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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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WARN_LOG(KERNEL, "CreateThread(name=%s): invalid priority=0x%08X, clamping to %08X",
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name, priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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if (!Memory::GetPointer(entry_point)) {
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ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid entry %08x", name, entry_point);
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return -1;
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}
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Handle handle;
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Thread* thread = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
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stack_size);
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ResetThread(thread, arg, 0);
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CallThread(thread);
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return handle;
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}
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/// Get the priority of the thread specified by handle
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ResultVal<u32> GetThreadPriority(const Handle handle) {
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Thread* thread = g_object_pool.Get<Thread>(handle);
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if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
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return MakeResult<u32>(thread->current_priority);
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}
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/// Set the priority of the thread specified by handle
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ResultCode SetThreadPriority(Handle handle, s32 priority) {
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Thread* thread = nullptr;
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if (!handle) {
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thread = GetCurrentThread(); // TODO(bunnei): Is this correct behavior?
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} else {
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thread = g_object_pool.Get<Thread>(handle);
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if (thread == nullptr) {
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return InvalidHandle(ErrorModule::Kernel);
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}
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}
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_assert_msg_(KERNEL, (thread != nullptr), "called, but thread is nullptr!");
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// If priority is invalid, clamp to valid range
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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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WARN_LOG(KERNEL, "invalid priority=0x%08X, clamping to %08X", priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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// Change thread priority
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s32 old = thread->current_priority;
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thread_ready_queue.remove(old, handle);
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thread->current_priority = priority;
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thread_ready_queue.prepare(thread->current_priority);
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// Change thread status to "ready" and push to ready queue
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if (thread->IsRunning()) {
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thread->status = (thread->status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY;
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}
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if (thread->IsReady()) {
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thread_ready_queue.push_back(thread->current_priority, handle);
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}
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return RESULT_SUCCESS;
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}
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/// Sets up the primary application thread
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Handle SetupMainThread(s32 priority, int stack_size) {
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Handle handle;
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// Initialize new "main" thread
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Thread* thread = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
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THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
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ResetThread(thread, 0, 0);
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// If running another thread already, set it to "ready" state
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Thread* cur = GetCurrentThread();
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if (cur && cur->IsRunning()) {
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ChangeReadyState(cur, true);
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}
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// Run new "main" thread
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SetCurrentThread(thread);
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thread->status = THREADSTATUS_RUNNING;
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LoadContext(thread->context);
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return handle;
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}
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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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Thread* prev = GetCurrentThread();
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Thread* next = NextThread();
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HLE::g_reschedule = false;
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if (next > 0) {
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INFO_LOG(KERNEL, "context switch 0x%08X -> 0x%08X", prev->GetHandle(), next->GetHandle());
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SwitchContext(next);
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// Hack - There is no mechanism yet to waken the primary thread if it has been put to sleep
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// by a simulated VBLANK thread switch. So, we'll just immediately set it to "ready" again.
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// This results in the current thread yielding on a VBLANK once, and then it will be
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// immediately placed back in the queue for execution.
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if (prev->wait_type == WAITTYPE_VBLANK) {
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ResumeThreadFromWait(prev->GetHandle());
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void ThreadingInit() {
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}
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void ThreadingShutdown() {
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}
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} // namespace
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