3e6afeb513
* Fix some thread sync issues * Remove some debug stuff * Ensure that writes to the mutex address clears the exclusive monitor
158 lines
No EOL
3.7 KiB
C#
158 lines
No EOL
3.7 KiB
C#
namespace Ryujinx.HLE.OsHle.Handles
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{
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class ThreadQueue
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{
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private const int LowestPriority = 0x3f;
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private SchedulerThread Head;
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private object ListLock;
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public ThreadQueue()
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{
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ListLock = new object();
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}
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public void Push(SchedulerThread Wait)
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{
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lock (ListLock)
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{
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//Ensure that we're not creating circular references
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//by adding a thread that is already on the list.
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if (HasThread(Wait))
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{
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return;
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}
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if (Head == null || Head.Thread.ActualPriority >= Wait.Thread.ActualPriority)
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{
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Wait.Next = Head;
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Head = Wait;
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return;
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}
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SchedulerThread Curr = Head;
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while (Curr.Next != null)
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{
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if (Curr.Next.Thread.ActualPriority >= Wait.Thread.ActualPriority)
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{
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break;
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}
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Curr = Curr.Next;
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}
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Wait.Next = Curr.Next;
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Curr.Next = Wait;
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}
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}
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public SchedulerThread Pop(int Core, int MinPriority = LowestPriority)
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{
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lock (ListLock)
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{
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int CoreMask = 1 << Core;
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SchedulerThread Prev = null;
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SchedulerThread Curr = Head;
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while (Curr != null)
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{
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KThread Thread = Curr.Thread;
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if (Thread.ActualPriority <= MinPriority && (Thread.CoreMask & CoreMask) != 0)
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{
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if (Prev != null)
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{
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Prev.Next = Curr.Next;
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}
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else
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{
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Head = Head.Next;
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}
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break;
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}
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Prev = Curr;
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Curr = Curr.Next;
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}
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return Curr;
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}
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}
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public bool Remove(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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if (Head == null)
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{
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return false;
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}
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else if (Head == Thread)
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{
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Head = Head.Next;
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return true;
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}
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SchedulerThread Prev = Head;
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SchedulerThread Curr = Head.Next;
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while (Curr != null)
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{
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if (Curr == Thread)
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{
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Prev.Next = Curr.Next;
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return true;
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}
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Prev = Curr;
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Curr = Curr.Next;
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}
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return false;
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}
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}
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public bool Resort(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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if (Remove(Thread))
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{
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Push(Thread);
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return true;
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}
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return false;
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}
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}
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public bool HasThread(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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SchedulerThread Curr = Head;
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while (Curr != null)
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{
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if (Curr == Thread)
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{
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return true;
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}
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Curr = Curr.Next;
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}
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return false;
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}
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}
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}
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} |