yuzu/src/core/hle/kernel/thread.cpp

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// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <stdio.h>
#include <list>
#include <vector>
#include <map>
#include <string>
#include "common/common.h"
#include "common/thread_queue_list.h"
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#include "core/core.h"
#include "core/mem_map.h"
#include "core/hle/hle.h"
#include "core/hle/svc.h"
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#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/thread.h"
namespace Kernel {
class Thread : public Kernel::Object {
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public:
const char* GetName() { return name; }
const char* GetTypeName() { return "Thread"; }
static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; }
Kernel::HandleType GetHandleType() const { return Kernel::HandleType::Thread; }
inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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ThreadContext context;
u32 status;
u32 entry_point;
u32 stack_top;
u32 stack_size;
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s32 initial_priority;
s32 current_priority;
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s32 processor_id;
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WaitType wait_type;
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char name[Kernel::MAX_NAME_LENGTH + 1];
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};
// Lists all thread ids that aren't deleted/etc.
std::vector<Handle> g_thread_queue;
// Lists only ready thread ids.
Common::ThreadQueueList<Handle> g_thread_ready_queue;
Handle g_current_thread_handle;
Thread* g_current_thread;
/// Gets the current thread
inline Thread* __GetCurrentThread() {
return g_current_thread;
}
/// Sets the current thread
inline void __SetCurrentThread(Thread* t) {
g_current_thread = t;
g_current_thread_handle = t->GetHandle();
}
/// Saves the current CPU context
void __SaveContext(ThreadContext& ctx) {
Core::g_app_core->SaveContext(ctx);
}
/// Loads a CPU context
void __LoadContext(ThreadContext& ctx) {
Core::g_app_core->LoadContext(ctx);
}
/// Resets a thread
void __ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
memset(&t->context, 0, sizeof(ThreadContext));
t->context.cpu_registers[0] = arg;
t->context.pc = t->entry_point;
t->context.sp = t->stack_top;
t->context.cpsr = 0x1F; // Usermode
if (t->current_priority < lowest_priority) {
t->current_priority = t->initial_priority;
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}
t->wait_type = WAITTYPE_NONE;
}
/// Change a thread to "ready" state
void __ChangeReadyState(Thread* t, bool ready) {
Handle handle = t->GetHandle();
if (t->IsReady()) {
if (!ready) {
g_thread_ready_queue.remove(t->current_priority, handle);
}
} else if (ready) {
if (t->IsRunning()) {
g_thread_ready_queue.push_front(t->current_priority, handle);
} else {
g_thread_ready_queue.push_back(t->current_priority, handle);
}
t->status = THREADSTATUS_READY;
}
}
/// Changes a threads state
void __ChangeThreadState(Thread* t, ThreadStatus new_status) {
if (!t || t->status == new_status) {
return;
}
__ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
t->status = new_status;
if (new_status == THREADSTATUS_WAIT) {
if (t->wait_type == WAITTYPE_NONE) {
printf("ERROR: Waittype none not allowed here\n");
}
}
}
/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
void __CallThread(Thread* t) {
// Stop waiting
if (t->wait_type != WAITTYPE_NONE) {
t->wait_type = WAITTYPE_NONE;
}
__ChangeThreadState(t, THREADSTATUS_READY);
}
/// Switches CPU context to that of the specified thread
void __SwitchContext(Thread* t, const char* reason) {
Thread* cur = __GetCurrentThread();
// Save context for current thread
if (cur) {
__SaveContext(cur->context);
if (cur->IsRunning()) {
__ChangeReadyState(cur, true);
}
}
// Load context of new thread
if (t) {
__SetCurrentThread(t);
__ChangeReadyState(t, false);
t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
t->wait_type = WAITTYPE_NONE;
__LoadContext(t->context);
} else {
__SetCurrentThread(NULL);
}
}
/// Gets the next thread that is ready to be run by priority
Thread* __NextThread() {
Handle next;
Thread* cur = __GetCurrentThread();
if (cur && cur->IsRunning()) {
next = g_thread_ready_queue.pop_first_better(cur->current_priority);
} else {
next = g_thread_ready_queue.pop_first();
}
if (next == 0) {
return NULL;
}
return Kernel::g_object_pool.GetFast<Thread>(next);
}
/// Puts a thread in the wait state for the given type/reason
void WaitCurThread(WaitType wait_type, const char* reason) {
Thread* t = __GetCurrentThread();
t->wait_type = wait_type;
__ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND)));
}
/// Resumes a thread from waiting by marking it as "ready"
void ResumeThreadFromWait(Handle handle) {
u32 error;
Thread* t = Kernel::g_object_pool.Get<Thread>(handle, error);
if (t) {
t->status &= ~THREADSTATUS_WAIT;
if (!(t->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
__ChangeReadyState(t, true);
}
}
}
/// Creates a new thread
Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority,
s32 processor_id, u32 stack_top, int stack_size) {
_assert_msg_(KERNEL, (priority >= THREADPRIO_HIGHEST && priority <= THREADPRIO_LOWEST),
"CreateThread priority=%d, outside of allowable range!", priority)
Thread* t = new Thread;
handle = Kernel::g_object_pool.Create(t);
g_thread_queue.push_back(handle);
g_thread_ready_queue.prepare(priority);
t->status = THREADSTATUS_DORMANT;
t->entry_point = entry_point;
t->stack_top = stack_top;
t->stack_size = stack_size;
t->initial_priority = t->current_priority = priority;
t->processor_id = processor_id;
t->wait_type = WAITTYPE_NONE;
strncpy(t->name, name, Kernel::MAX_NAME_LENGTH);
t->name[Kernel::MAX_NAME_LENGTH] = '\0';
return t;
}
/// Creates a new thread - wrapper for external user
Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id,
u32 stack_top, int stack_size) {
if (name == NULL) {
ERROR_LOG(KERNEL, "CreateThread(): NULL name");
return -1;
}
if ((u32)stack_size < 0x200) {
ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid stack_size=0x%08X", name,
stack_size);
return -1;
}
if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
WARN_LOG(KERNEL, "CreateThread(name=%s): invalid priority=0x%08X, clamping to %08X",
name, priority, new_priority);
// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
// validity of this
priority = new_priority;
}
if (!Memory::GetPointer(entry_point)) {
ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid entry %08x", name, entry_point);
return -1;
}
Handle handle;
Thread* t = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
stack_size);
__ResetThread(t, arg, 0);
HLE::EatCycles(32000);
// This won't schedule to the new thread, but it may to one woken from eating cycles.
// Technically, this should not eat all at once, and reschedule in the middle, but that's hard.
HLE::ReSchedule("thread created");
__CallThread(t);
return handle;
}
/// Gets the current thread
Handle GetCurrentThread() {
return __GetCurrentThread()->GetHandle();
}
/// Sets up the primary application thread
Handle SetupMainThread(s32 priority, int stack_size) {
Handle handle;
// Initialize new "main" thread
Thread* t = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
__ResetThread(t, 0, 0);
// If running another thread already, set it to "ready" state
Thread* cur = __GetCurrentThread();
if (cur && cur->IsRunning()) {
__ChangeReadyState(cur, true);
}
// Run new "main" thread
__SetCurrentThread(t);
t->status = THREADSTATUS_RUNNING;
__LoadContext(t->context);
return handle;
}
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule(const char* reason) {
Thread* prev = __GetCurrentThread();
Thread* next = __NextThread();
if (next > 0) {
__SwitchContext(next, reason);
// Hack - automatically change previous thread (which would have been in "wait" state) to
// "ready" state, so that we can immediately resume to it when new thread yields. FixMe to
// actually wait for whatever event it is supposed to be waiting on.
__ChangeReadyState(prev, true);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void ThreadingInit() {
}
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void ThreadingShutdown() {
}
} // namespace