yuzu/src/core/hle/kernel/scheduler.cpp
Fernando Sahmkow 103f3a2fe5 Scheduler: Add protections for Yield bombing
In case of redundant yields, the scheduler will now idle the core for 
it's timeslice, in order to avoid continuously yielding the same thing 
over and over.
2019-10-15 11:55:13 -04:00

390 lines
14 KiB
C++

// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
//
// SelectThreads, Yield functions originally by TuxSH.
// licensed under GPLv2 or later under exception provided by the author.
#include <algorithm>
#include <set>
#include <unordered_set>
#include <utility>
#include "common/assert.h"
#include "common/logging/log.h"
#include "core/arm/arm_interface.h"
#include "core/core.h"
#include "core/core_cpu.h"
#include "core/core_timing.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/process.h"
#include "core/hle/kernel/scheduler.h"
namespace Kernel {
GlobalScheduler::GlobalScheduler(Core::System& system) : system{system} {
reselection_pending = false;
}
void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
thread_list.push_back(std::move(thread));
}
void GlobalScheduler::RemoveThread(const Thread* thread) {
thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
thread_list.end());
}
/*
* UnloadThread selects a core and forces it to unload its current thread's context
*/
void GlobalScheduler::UnloadThread(s32 core) {
Scheduler& sched = system.Scheduler(core);
sched.UnloadThread();
}
/*
* SelectThread takes care of selecting the new scheduled thread.
* It does it in 3 steps:
* - First a thread is selected from the top of the priority queue. If no thread
* is obtained then we move to step two, else we are done.
* - Second we try to get a suggested thread that's not assigned to any core or
* that is not the top thread in that core.
* - Third is no suggested thread is found, we do a second pass and pick a running
* thread in another core and swap it with its current thread.
*/
void GlobalScheduler::SelectThread(u32 core) {
const auto update_thread = [](Thread* thread, Scheduler& sched) {
if (thread != sched.selected_thread) {
if (thread == nullptr) {
++sched.idle_selection_count;
}
sched.selected_thread = thread;
}
sched.context_switch_pending = sched.selected_thread != sched.current_thread;
std::atomic_thread_fence(std::memory_order_seq_cst);
};
Scheduler& sched = system.Scheduler(core);
Thread* current_thread = nullptr;
// Step 1: Get top thread in schedule queue.
current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
if (current_thread) {
update_thread(current_thread, sched);
return;
}
// Step 2: Try selecting a suggested thread.
Thread* winner = nullptr;
std::set<s32> sug_cores;
for (auto thread : suggested_queue[core]) {
s32 this_core = thread->GetProcessorID();
Thread* thread_on_core = nullptr;
if (this_core >= 0) {
thread_on_core = scheduled_queue[this_core].front();
}
if (this_core < 0 || thread != thread_on_core) {
winner = thread;
break;
}
sug_cores.insert(this_core);
}
// if we got a suggested thread, select it, else do a second pass.
if (winner && winner->GetPriority() > 2) {
if (winner->IsRunning()) {
UnloadThread(winner->GetProcessorID());
}
TransferToCore(winner->GetPriority(), core, winner);
update_thread(winner, sched);
return;
}
// Step 3: Select a suggested thread from another core
for (auto& src_core : sug_cores) {
auto it = scheduled_queue[src_core].begin();
it++;
if (it != scheduled_queue[src_core].end()) {
Thread* thread_on_core = scheduled_queue[src_core].front();
Thread* to_change = *it;
if (thread_on_core->IsRunning() || to_change->IsRunning()) {
UnloadThread(src_core);
}
TransferToCore(thread_on_core->GetPriority(), core, thread_on_core);
current_thread = thread_on_core;
break;
}
}
update_thread(current_thread, sched);
}
/*
* YieldThread takes a thread and moves it to the back of the it's priority list
* This operation can be redundant and no scheduling is changed if marked as so.
*/
bool GlobalScheduler::YieldThread(Thread* yielding_thread) {
// Note: caller should use critical section, etc.
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
const u32 priority = yielding_thread->GetPriority();
// Yield the thread
ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
"Thread yielding without being in front");
scheduled_queue[core_id].yield(priority);
Thread* winner = scheduled_queue[core_id].front(priority);
return AskForReselectionOrMarkRedundant(yielding_thread, winner);
}
/*
* YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list.
* Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or
* a better priority than the next thread in the core.
* This operation can be redundant and no scheduling is changed if marked as so.
*/
bool GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
// etc.
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
const u32 priority = yielding_thread->GetPriority();
// Yield the thread
ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
"Thread yielding without being in front");
scheduled_queue[core_id].yield(priority);
std::array<Thread*, NUM_CPU_CORES> current_threads;
for (u32 i = 0; i < NUM_CPU_CORES; i++) {
current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
}
Thread* next_thread = scheduled_queue[core_id].front(priority);
Thread* winner = nullptr;
for (auto& thread : suggested_queue[core_id]) {
const s32 source_core = thread->GetProcessorID();
if (source_core >= 0) {
if (current_threads[source_core] != nullptr) {
if (thread == current_threads[source_core] ||
current_threads[source_core]->GetPriority() < min_regular_priority) {
continue;
}
}
if (next_thread->GetLastRunningTicks() >= thread->GetLastRunningTicks() ||
next_thread->GetPriority() < thread->GetPriority()) {
if (thread->GetPriority() <= priority) {
winner = thread;
break;
}
}
}
}
if (winner != nullptr) {
if (winner != yielding_thread) {
if (winner->IsRunning()) {
UnloadThread(winner->GetProcessorID());
}
TransferToCore(winner->GetPriority(), core_id, winner);
}
} else {
winner = next_thread;
}
return AskForReselectionOrMarkRedundant(yielding_thread, winner);
}
/*
* YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue
* and into the suggested queue. If no thread can be squeduled afterwards in that core,
* a suggested thread is obtained instead.
* This operation can be redundant and no scheduling is changed if marked as so.
*/
bool GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) {
// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
// etc.
Thread* winner = nullptr;
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
// Remove the thread from its scheduled mlq, put it on the corresponding "suggested" one instead
TransferToCore(yielding_thread->GetPriority(), -1, yielding_thread);
// If the core is idle, perform load balancing, excluding the threads that have just used this
// function...
if (scheduled_queue[core_id].empty()) {
// Here, "current_threads" is calculated after the ""yield"", unlike yield -1
std::array<Thread*, NUM_CPU_CORES> current_threads;
for (u32 i = 0; i < NUM_CPU_CORES; i++) {
current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
}
for (auto& thread : suggested_queue[core_id]) {
const s32 source_core = thread->GetProcessorID();
if (source_core < 0 || thread == current_threads[source_core]) {
continue;
}
if (current_threads[source_core] == nullptr ||
current_threads[source_core]->GetPriority() >= min_regular_priority) {
winner = thread;
}
break;
}
if (winner != nullptr) {
if (winner != yielding_thread) {
if (winner->IsRunning()) {
UnloadThread(winner->GetProcessorID());
}
TransferToCore(winner->GetPriority(), core_id, winner);
}
} else {
winner = yielding_thread;
}
}
return AskForReselectionOrMarkRedundant(yielding_thread, winner);
}
void GlobalScheduler::Schedule(u32 priority, u32 core, Thread* thread) {
ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
scheduled_queue[core].add(thread, priority);
}
void GlobalScheduler::SchedulePrepend(u32 priority, u32 core, Thread* thread) {
ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
scheduled_queue[core].add(thread, priority, false);
}
bool GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
if (current_thread == winner) {
// TODO(blinkhawk): manage redundant operations, this is not implemented.
// as its mostly an optimization.
// current_thread->SetRedundantSchedulerOperation();
return true;
} else {
reselection_pending.store(true, std::memory_order_release);
return false;
}
}
GlobalScheduler::~GlobalScheduler() = default;
Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 core_id)
: system(system), cpu_core(cpu_core), core_id(core_id) {}
Scheduler::~Scheduler() = default;
bool Scheduler::HaveReadyThreads() const {
return system.GlobalScheduler().HaveReadyThreads(core_id);
}
Thread* Scheduler::GetCurrentThread() const {
return current_thread.get();
}
Thread* Scheduler::GetSelectedThread() const {
return selected_thread.get();
}
void Scheduler::SelectThreads() {
system.GlobalScheduler().SelectThread(core_id);
}
u64 Scheduler::GetLastContextSwitchTicks() const {
return last_context_switch_time;
}
void Scheduler::TryDoContextSwitch() {
if (context_switch_pending) {
SwitchContext();
}
}
void Scheduler::UnloadThread() {
Thread* const previous_thread = GetCurrentThread();
Process* const previous_process = system.Kernel().CurrentProcess();
UpdateLastContextSwitchTime(previous_thread, previous_process);
// Save context for previous thread
if (previous_thread) {
cpu_core.SaveContext(previous_thread->GetContext());
// Save the TPIDR_EL0 system register in case it was modified.
previous_thread->SetTPIDR_EL0(cpu_core.GetTPIDR_EL0());
if (previous_thread->GetStatus() == ThreadStatus::Running) {
// This is only the case when a reschedule is triggered without the current thread
// yielding execution (i.e. an event triggered, system core time-sliced, etc)
previous_thread->SetStatus(ThreadStatus::Ready);
}
previous_thread->SetIsRunning(false);
}
current_thread = nullptr;
}
void Scheduler::SwitchContext() {
Thread* const previous_thread = GetCurrentThread();
Thread* const new_thread = GetSelectedThread();
context_switch_pending = false;
if (new_thread == previous_thread) {
return;
}
Process* const previous_process = system.Kernel().CurrentProcess();
UpdateLastContextSwitchTime(previous_thread, previous_process);
// Save context for previous thread
if (previous_thread) {
cpu_core.SaveContext(previous_thread->GetContext());
// Save the TPIDR_EL0 system register in case it was modified.
previous_thread->SetTPIDR_EL0(cpu_core.GetTPIDR_EL0());
if (previous_thread->GetStatus() == ThreadStatus::Running) {
// This is only the case when a reschedule is triggered without the current thread
// yielding execution (i.e. an event triggered, system core time-sliced, etc)
previous_thread->SetStatus(ThreadStatus::Ready);
}
previous_thread->SetIsRunning(false);
}
// Load context of new thread
if (new_thread) {
ASSERT_MSG(new_thread->GetProcessorID() == this->core_id,
"Thread must be assigned to this core.");
ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready,
"Thread must be ready to become running.");
// Cancel any outstanding wakeup events for this thread
new_thread->CancelWakeupTimer();
current_thread = new_thread;
new_thread->SetStatus(ThreadStatus::Running);
new_thread->SetIsRunning(true);
auto* const thread_owner_process = current_thread->GetOwnerProcess();
if (previous_process != thread_owner_process) {
system.Kernel().MakeCurrentProcess(thread_owner_process);
}
cpu_core.LoadContext(new_thread->GetContext());
cpu_core.SetTlsAddress(new_thread->GetTLSAddress());
cpu_core.SetTPIDR_EL0(new_thread->GetTPIDR_EL0());
cpu_core.ClearExclusiveState();
} else {
current_thread = nullptr;
// Note: We do not reset the current process and current page table when idling because
// technically we haven't changed processes, our threads are just paused.
}
}
void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
const u64 prev_switch_ticks = last_context_switch_time;
const u64 most_recent_switch_ticks = system.CoreTiming().GetTicks();
const u64 update_ticks = most_recent_switch_ticks - prev_switch_ticks;
if (thread != nullptr) {
thread->UpdateCPUTimeTicks(update_ticks);
}
if (process != nullptr) {
process->UpdateCPUTimeTicks(update_ticks);
}
last_context_switch_time = most_recent_switch_ticks;
}
} // namespace Kernel