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

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// Copyright 2014 Citra Emulator Project / PPSSPP Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <algorithm>
#include <list>
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#include <map>
#include <vector>
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#include "common/common.h"
#include "common/thread_queue_list.h"
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#include "core/arm/arm_interface.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/hle/hle.h"
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#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/kernel/mutex.h"
#include "core/hle/result.h"
#include "core/mem_map.h"
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namespace Kernel {
ResultVal<bool> Thread::WaitSynchronization() {
const bool wait = status != THREADSTATUS_DORMANT;
if (wait) {
AddWaitingThread(GetCurrentThread());
WaitCurrentThread(WAITTYPE_THREADEND, this);
}
return MakeResult<bool>(wait);
}
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// Lists all thread ids that aren't deleted/etc.
static std::vector<SharedPtr<Thread>> thread_list;
// Lists only ready thread ids.
static Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST+1> thread_ready_queue;
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static Thread* current_thread;
static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup
static u32 next_thread_id; ///< The next available thread id
Thread* GetCurrentThread() {
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return current_thread;
}
/// Resets a thread
static void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
memset(&t->context, 0, sizeof(Core::ThreadContext));
t->context.cpu_registers[0] = arg;
t->context.pc = t->context.reg_15 = t->entry_point;
t->context.sp = t->stack_top;
t->context.cpsr = 0x1F; // Usermode
// TODO(bunnei): This instructs the CPU core to start the execution as if it is "resuming" a
// thread. This is somewhat Sky-Eye specific, and should be re-architected in the future to be
// agnostic of the CPU core.
t->context.mode = 8;
if (t->current_priority < lowest_priority) {
t->current_priority = t->initial_priority;
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}
t->wait_type = WAITTYPE_NONE;
t->wait_object = nullptr;
t->wait_address = 0;
}
/// Change a thread to "ready" state
static void ChangeReadyState(Thread* t, bool ready) {
if (t->IsReady()) {
if (!ready) {
thread_ready_queue.remove(t->current_priority, t);
}
} else if (ready) {
if (t->IsRunning()) {
thread_ready_queue.push_front(t->current_priority, t);
} else {
thread_ready_queue.push_back(t->current_priority, t);
}
t->status = THREADSTATUS_READY;
}
}
/// Check if a thread is blocking on a specified wait type
static bool CheckWaitType(const Thread* thread, WaitType type) {
return (type == thread->wait_type) && (thread->IsWaiting());
}
/// Check if a thread is blocking on a specified wait type with a specified handle
static bool CheckWaitType(const Thread* thread, WaitType type, Object* wait_object) {
return CheckWaitType(thread, type) && wait_object == thread->wait_object;
}
/// Check if a thread is blocking on a specified wait type with a specified handle and address
static bool CheckWaitType(const Thread* thread, WaitType type, Object* wait_object, VAddr wait_address) {
return CheckWaitType(thread, type, wait_object) && (wait_address == thread->wait_address);
}
/// Stops the current thread
void Thread::Stop(const char* reason) {
// Release all the mutexes that this thread holds
ReleaseThreadMutexes(GetHandle());
ChangeReadyState(this, false);
status = THREADSTATUS_DORMANT;
ResumeAllWaitingThreads();
// Stopped threads are never waiting.
wait_type = WAITTYPE_NONE;
wait_object = nullptr;
wait_address = 0;
}
/// Changes a threads state
static 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) {
LOG_ERROR(Kernel, "Waittype none not allowed");
}
}
}
/// Arbitrate the highest priority thread that is waiting
Thread* ArbitrateHighestPriorityThread(Object* arbiter, u32 address) {
Thread* highest_priority_thread = nullptr;
s32 priority = THREADPRIO_LOWEST;
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (auto& thread : thread_list) {
if (!CheckWaitType(thread.get(), WAITTYPE_ARB, arbiter, address))
continue;
if (thread == nullptr)
continue; // TODO(yuriks): Thread handle will hang around forever. Should clean up.
if(thread->current_priority <= priority) {
highest_priority_thread = thread.get();
priority = thread->current_priority;
}
}
// If a thread was arbitrated, resume it
if (nullptr != highest_priority_thread) {
highest_priority_thread->ResumeFromWait();
}
return highest_priority_thread;
}
/// Arbitrate all threads currently waiting
void ArbitrateAllThreads(Object* arbiter, u32 address) {
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (auto& thread : thread_list) {
if (CheckWaitType(thread.get(), WAITTYPE_ARB, arbiter, address))
thread->ResumeFromWait();
}
}
/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
static 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
static void SwitchContext(Thread* t) {
Thread* cur = GetCurrentThread();
// Save context for current thread
if (cur) {
Core::g_app_core->SaveContext(cur->context);
if (cur->IsRunning()) {
ChangeReadyState(cur, true);
}
}
// Load context of new thread
if (t) {
current_thread = t;
ChangeReadyState(t, false);
t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
t->wait_type = WAITTYPE_NONE;
Core::g_app_core->LoadContext(t->context);
} else {
current_thread = nullptr;
}
}
/// Gets the next thread that is ready to be run by priority
static Thread* NextThread() {
Thread* next;
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
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next = thread_ready_queue.pop_first_better(cur->current_priority);
} else {
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next = thread_ready_queue.pop_first();
}
if (next == 0) {
return nullptr;
}
return next;
}
void WaitCurrentThread(WaitType wait_type, Object* wait_object) {
Thread* thread = GetCurrentThread();
thread->wait_type = wait_type;
thread->wait_object = wait_object;
ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
}
void WaitCurrentThread(WaitType wait_type, Object* wait_object, VAddr wait_address) {
WaitCurrentThread(wait_type, wait_object);
GetCurrentThread()->wait_address = wait_address;
}
/// Event type for the thread wake up event
static int ThreadWakeupEventType = -1;
/// Callback that will wake up the thread it was scheduled for
static void ThreadWakeupCallback(u64 parameter, int cycles_late) {
Handle handle = static_cast<Handle>(parameter);
SharedPtr<Thread> thread = Kernel::g_handle_table.Get<Thread>(handle);
if (thread == nullptr) {
LOG_ERROR(Kernel, "Thread doesn't exist %u", handle);
return;
}
thread->ResumeFromWait();
}
void WakeThreadAfterDelay(Thread* thread, s64 nanoseconds) {
// Don't schedule a wakeup if the thread wants to wait forever
if (nanoseconds == -1)
return;
_dbg_assert_(Kernel, thread != nullptr);
u64 microseconds = nanoseconds / 1000;
CoreTiming::ScheduleEvent(usToCycles(microseconds), ThreadWakeupEventType, thread->GetHandle());
}
/// Resumes a thread from waiting by marking it as "ready"
void Thread::ResumeFromWait() {
// Cancel any outstanding wakeup events
CoreTiming::UnscheduleEvent(ThreadWakeupEventType, GetHandle());
status &= ~THREADSTATUS_WAIT;
wait_object = nullptr;
wait_type = WAITTYPE_NONE;
if (!(status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
ChangeReadyState(this, true);
}
}
/// Prints the thread queue for debugging purposes
static void DebugThreadQueue() {
Thread* thread = GetCurrentThread();
if (!thread) {
return;
}
LOG_DEBUG(Kernel, "0x%02X 0x%08X (current)", thread->current_priority, GetCurrentThread()->GetHandle());
for (auto& t : thread_list) {
s32 priority = thread_ready_queue.contains(t.get());
if (priority != -1) {
LOG_DEBUG(Kernel, "0x%02X 0x%08X", priority, t->GetHandle());
}
}
}
ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size) {
if (stack_size < 0x200) {
LOG_ERROR(Kernel, "(name=%s): invalid stack_size=0x%08X", name.c_str(), stack_size);
// TODO: Verify error
return ResultCode(ErrorDescription::InvalidSize, ErrorModule::Kernel,
ErrorSummary::InvalidArgument, ErrorLevel::Permanent);
}
if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
name.c_str(), 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)) {
LOG_ERROR(Kernel_SVC, "(name=%s): invalid entry %08x", name.c_str(), entry_point);
// TODO: Verify error
return ResultCode(ErrorDescription::InvalidAddress, ErrorModule::Kernel,
ErrorSummary::InvalidArgument, ErrorLevel::Permanent);
}
SharedPtr<Thread> thread(new Thread);
// TODO(yuriks): Thread requires a handle to be inserted into the various scheduling queues for
// the time being. Create a handle here, it will be copied to the handle field in
// the object and use by the rest of the code. This should be removed when other
// code doesn't rely on the handle anymore.
ResultVal<Handle> handle = Kernel::g_handle_table.Create(thread);
if (handle.Failed())
return handle.Code();
thread_list.push_back(thread);
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thread_ready_queue.prepare(priority);
thread->thread_id = next_thread_id++;
thread->status = THREADSTATUS_DORMANT;
thread->entry_point = entry_point;
thread->stack_top = stack_top;
thread->stack_size = stack_size;
thread->initial_priority = thread->current_priority = priority;
thread->processor_id = processor_id;
thread->wait_type = WAITTYPE_NONE;
thread->wait_object = nullptr;
thread->wait_address = 0;
thread->name = std::move(name);
ResetThread(thread.get(), arg, 0);
CallThread(thread.get());
return MakeResult<SharedPtr<Thread>>(std::move(thread));
}
/// Set the priority of the thread specified by handle
void Thread::SetPriority(s32 priority) {
// If priority is invalid, clamp to valid range
if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
LOG_WARNING(Kernel_SVC, "invalid priority=%d, clamping to %d", priority, new_priority);
// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
// validity of this
priority = new_priority;
}
// Change thread priority
s32 old = current_priority;
thread_ready_queue.remove(old, this);
current_priority = priority;
thread_ready_queue.prepare(current_priority);
// Change thread status to "ready" and push to ready queue
if (IsRunning()) {
status = (status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY;
}
if (IsReady()) {
thread_ready_queue.push_back(current_priority, this);
}
}
Handle SetupIdleThread() {
// We need to pass a few valid values to get around parameter checking in Thread::Create.
auto thread_res = Thread::Create("idle", Memory::KERNEL_MEMORY_VADDR, THREADPRIO_LOWEST, 0,
THREADPROCESSORID_0, 0, Kernel::DEFAULT_STACK_SIZE);
_dbg_assert_(Kernel, thread_res.Succeeded());
SharedPtr<Thread> thread = std::move(*thread_res);
thread->idle = true;
CallThread(thread.get());
return thread->GetHandle();
}
SharedPtr<Thread> SetupMainThread(s32 priority, u32 stack_size) {
// Initialize new "main" thread
auto thread_res = Thread::Create("main", Core::g_app_core->GetPC(), priority, 0,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
// TODO(yuriks): Propagate error
_dbg_assert_(Kernel, thread_res.Succeeded());
SharedPtr<Thread> thread = std::move(*thread_res);
// If running another thread already, set it to "ready" state
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
ChangeReadyState(cur, true);
}
// Run new "main" thread
current_thread = thread.get();
thread->status = THREADSTATUS_RUNNING;
Core::g_app_core->LoadContext(thread->context);
return thread;
}
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule() {
Thread* prev = GetCurrentThread();
Thread* next = NextThread();
HLE::g_reschedule = false;
if (next != nullptr) {
LOG_TRACE(Kernel, "context switch 0x%08X -> 0x%08X", prev->GetHandle(), next->GetHandle());
SwitchContext(next);
} else {
LOG_TRACE(Kernel, "cannot context switch from 0x%08X, no higher priority thread!", prev->GetHandle());
for (auto& thread : thread_list) {
LOG_TRACE(Kernel, "\thandle=0x%08X prio=0x%02X, status=0x%08X wait_type=0x%08X wait_handle=0x%08X",
thread->GetHandle(), thread->current_priority, thread->status, thread->wait_type,
(thread->wait_object ? thread->wait_object->GetHandle() : INVALID_HANDLE));
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void ThreadingInit() {
next_thread_id = INITIAL_THREAD_ID;
ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
}
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void ThreadingShutdown() {
}
} // namespace