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>
#include <vector>
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#include "common/common.h"
#include "common/math_util.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 {
/// Event type for the thread wake up event
static int ThreadWakeupEventType = -1;
bool Thread::ShouldWait() {
return status != THREADSTATUS_DEAD;
}
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void Thread::Acquire() {
ASSERT_MSG(!ShouldWait(), "object unavailable!");
}
// 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> ready_queue;
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static Thread* current_thread;
// The first available thread id at startup
static u32 next_thread_id = 1;
/**
* Creates a new thread ID
* @return The new thread ID
*/
inline static u32 const NewThreadId() {
return next_thread_id++;
}
Thread::Thread() {}
Thread::~Thread() {}
Thread* GetCurrentThread() {
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return current_thread;
}
/**
* Check if a thread is waiting on the specified wait object
* @param thread The thread to test
* @param wait_object The object to test against
* @return True if the thread is waiting, false otherwise
*/
static bool CheckWait_WaitObject(const Thread* thread, WaitObject* wait_object) {
if (thread->status != THREADSTATUS_WAIT_SYNCH)
return false;
auto itr = std::find(thread->wait_objects.begin(), thread->wait_objects.end(), wait_object);
return itr != thread->wait_objects.end();
}
/**
* Check if the specified thread is waiting on the specified address to be arbitrated
* @param thread The thread to test
* @param wait_address The address to test against
* @return True if the thread is waiting, false otherwise
*/
static bool CheckWait_AddressArbiter(const Thread* thread, VAddr wait_address) {
return thread->status == THREADSTATUS_WAIT_ARB && wait_address == thread->wait_address;
}
void Thread::Stop() {
// Release all the mutexes that this thread holds
ReleaseThreadMutexes(this);
// Cancel any outstanding wakeup events for this thread
CoreTiming::UnscheduleEvent(ThreadWakeupEventType, callback_handle);
// Clean up thread from ready queue
// This is only needed when the thread is termintated forcefully (SVC TerminateProcess)
if (status == THREADSTATUS_READY){
ready_queue.remove(current_priority, this);
}
status = THREADSTATUS_DEAD;
WakeupAllWaitingThreads();
// Clean up any dangling references in objects that this thread was waiting for
for (auto& wait_object : wait_objects) {
wait_object->RemoveWaitingThread(this);
}
}
Thread* ArbitrateHighestPriorityThread(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 (!CheckWait_AddressArbiter(thread.get(), address))
continue;
if (thread == nullptr)
continue;
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;
}
void ArbitrateAllThreads(u32 address) {
// Resume all threads found to be waiting on the address
for (auto& thread : thread_list) {
if (CheckWait_AddressArbiter(thread.get(), address))
thread->ResumeFromWait();
}
}
/// Boost low priority threads (temporarily) that have been starved
static void PriorityBoostStarvedThreads() {
u64 current_ticks = CoreTiming::GetTicks();
for (auto& thread : thread_list) {
// TODO(bunnei): Threads that have been waiting to be scheduled for `boost_ticks` (or
// longer) will have their priority temporarily adjusted to 1 higher than the highest
// priority thread to prevent thread starvation. This general behavior has been verified
// on hardware. However, this is almost certainly not perfect, and the real CTR OS scheduler
// should probably be reversed to verify this.
const u64 boost_timeout = 2000000; // Boost threads that have been ready for > this long
u64 delta = current_ticks - thread->last_running_ticks;
if (thread->status == THREADSTATUS_READY && delta > boost_timeout && !thread->idle) {
const s32 priority = std::max(ready_queue.get_first()->current_priority - 1, 0);
thread->BoostPriority(priority);
}
}
}
/**
* Switches the CPU's active thread context to that of the specified thread
* @param new_thread The thread to switch to
*/
static void SwitchContext(Thread* new_thread) {
DEBUG_ASSERT_MSG(new_thread->status == THREADSTATUS_READY, "Thread must be ready to become running.");
Thread* previous_thread = GetCurrentThread();
// Save context for previous thread
if (previous_thread) {
previous_thread->last_running_ticks = CoreTiming::GetTicks();
Core::g_app_core->SaveContext(previous_thread->context);
if (previous_thread->status == 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)
ready_queue.push_front(previous_thread->current_priority, previous_thread);
previous_thread->status = THREADSTATUS_READY;
}
}
// Load context of new thread
if (new_thread) {
current_thread = new_thread;
ready_queue.remove(new_thread->current_priority, new_thread);
new_thread->status = THREADSTATUS_RUNNING;
// Restores thread to its nominal priority if it has been temporarily changed
new_thread->current_priority = new_thread->nominal_priority;
Core::g_app_core->LoadContext(new_thread->context);
} else {
current_thread = nullptr;
}
}
/**
* Pops and returns the next thread from the thread queue
* @return A pointer to the next ready thread
*/
static Thread* PopNextReadyThread() {
Thread* next;
Thread* thread = GetCurrentThread();
if (thread && thread->status == THREADSTATUS_RUNNING) {
// We have to do better than the current thread.
// This call returns null when that's not possible.
next = ready_queue.pop_first_better(thread->current_priority);
} else {
next = ready_queue.pop_first();
}
return next;
}
void WaitCurrentThread_Sleep() {
Thread* thread = GetCurrentThread();
thread->status = THREADSTATUS_WAIT_SLEEP;
}
void WaitCurrentThread_WaitSynchronization(std::vector<SharedPtr<WaitObject>> wait_objects, bool wait_set_output, bool wait_all) {
Thread* thread = GetCurrentThread();
thread->wait_set_output = wait_set_output;
thread->wait_all = wait_all;
thread->wait_objects = std::move(wait_objects);
thread->status = THREADSTATUS_WAIT_SYNCH;
}
void WaitCurrentThread_ArbitrateAddress(VAddr wait_address) {
Thread* thread = GetCurrentThread();
thread->wait_address = wait_address;
thread->status = THREADSTATUS_WAIT_ARB;
}
// TODO(yuriks): This can be removed if Thread objects are explicitly pooled in the future, allowing
// us to simply use a pool index or similar.
static Kernel::HandleTable wakeup_callback_handle_table;
/**
* Callback that will wake up the thread it was scheduled for
* @param thread_handle The handle of the thread that's been awoken
* @param cycles_late The number of CPU cycles that have passed since the desired wakeup time
*/
static void ThreadWakeupCallback(u64 thread_handle, int cycles_late) {
SharedPtr<Thread> thread = wakeup_callback_handle_table.Get<Thread>((Handle)thread_handle);
if (thread == nullptr) {
LOG_CRITICAL(Kernel, "Callback fired for invalid thread %08X", (Handle)thread_handle);
return;
}
if (thread->status == THREADSTATUS_WAIT_SYNCH) {
thread->SetWaitSynchronizationResult(ResultCode(ErrorDescription::Timeout, ErrorModule::OS,
ErrorSummary::StatusChanged, ErrorLevel::Info));
if (thread->wait_set_output)
thread->SetWaitSynchronizationOutput(-1);
}
thread->ResumeFromWait();
}
void Thread::WakeAfterDelay(s64 nanoseconds) {
// Don't schedule a wakeup if the thread wants to wait forever
if (nanoseconds == -1)
return;
u64 microseconds = nanoseconds / 1000;
CoreTiming::ScheduleEvent(usToCycles(microseconds), ThreadWakeupEventType, callback_handle);
}
void Thread::ReleaseWaitObject(WaitObject* wait_object) {
if (status != THREADSTATUS_WAIT_SYNCH || wait_objects.empty()) {
LOG_CRITICAL(Kernel, "thread is not waiting on any objects!");
return;
}
// Remove this thread from the waiting object's thread list
wait_object->RemoveWaitingThread(this);
unsigned index = 0;
bool wait_all_failed = false; // Will be set to true if any object is unavailable
// Iterate through all waiting objects to check availability...
for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
if ((*itr)->ShouldWait())
wait_all_failed = true;
// The output should be the last index of wait_object
if (*itr == wait_object)
index = itr - wait_objects.begin();
}
// If we are waiting on all objects...
if (wait_all) {
// Resume the thread only if all are available...
if (!wait_all_failed) {
SetWaitSynchronizationResult(RESULT_SUCCESS);
SetWaitSynchronizationOutput(-1);
ResumeFromWait();
}
} else {
// Otherwise, resume
SetWaitSynchronizationResult(RESULT_SUCCESS);
if (wait_set_output)
SetWaitSynchronizationOutput(index);
ResumeFromWait();
}
}
void Thread::ResumeFromWait() {
// Cancel any outstanding wakeup events for this thread
CoreTiming::UnscheduleEvent(ThreadWakeupEventType, callback_handle);
switch (status) {
case THREADSTATUS_WAIT_SYNCH:
// Remove this thread from all other WaitObjects
for (auto wait_object : wait_objects)
wait_object->RemoveWaitingThread(this);
break;
case THREADSTATUS_WAIT_ARB:
case THREADSTATUS_WAIT_SLEEP:
break;
case THREADSTATUS_RUNNING:
case THREADSTATUS_READY:
DEBUG_ASSERT_MSG(false, "Thread with object id %u has already resumed.", GetObjectId());
return;
case THREADSTATUS_DEAD:
// This should never happen, as threads must complete before being stopped.
DEBUG_ASSERT_MSG(false, "Thread with object id %u cannot be resumed because it's DEAD.",
GetObjectId());
return;
}
ready_queue.push_back(current_priority, this);
status = THREADSTATUS_READY;
}
/**
* Prints the thread queue for debugging purposes
*/
static void DebugThreadQueue() {
Thread* thread = GetCurrentThread();
if (!thread) {
LOG_DEBUG(Kernel, "Current: NO CURRENT THREAD");
} else {
LOG_DEBUG(Kernel, "0x%02X %u (current)", thread->current_priority, GetCurrentThread()->GetObjectId());
}
for (auto& t : thread_list) {
s32 priority = ready_queue.contains(t.get());
if (priority != -1) {
LOG_DEBUG(Kernel, "0x%02X %u", priority, t->GetObjectId());
}
}
}
ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top) {
if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
s32 new_priority = MathUtil::Clamp<s32>(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);
thread_list.push_back(thread);
ready_queue.prepare(priority);
thread->thread_id = NewThreadId();
thread->status = THREADSTATUS_DORMANT;
thread->entry_point = entry_point;
thread->stack_top = stack_top;
thread->nominal_priority = thread->current_priority = priority;
thread->last_running_ticks = CoreTiming::GetTicks();
thread->processor_id = processor_id;
thread->wait_set_output = false;
thread->wait_all = false;
thread->wait_objects.clear();
thread->wait_address = 0;
thread->name = std::move(name);
thread->callback_handle = wakeup_callback_handle_table.Create(thread).MoveFrom();
// TODO(peachum): move to ScheduleThread() when scheduler is added so selected core is used
// to initialize the context
Core::g_app_core->ResetContext(thread->context, stack_top, entry_point, arg);
ready_queue.push_back(thread->current_priority, thread.get());
thread->status = THREADSTATUS_READY;
return MakeResult<SharedPtr<Thread>>(std::move(thread));
}
// TODO(peachum): Remove this. Range checking should be done, and an appropriate error should be returned.
static void ClampPriority(const Thread* thread, s32* priority) {
if (*priority < THREADPRIO_HIGHEST || *priority > THREADPRIO_LOWEST) {
DEBUG_ASSERT_MSG(false, "Application passed an out of range priority. An error should be returned.");
s32 new_priority = MathUtil::Clamp<s32>(*priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
thread->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;
}
}
void Thread::SetPriority(s32 priority) {
ClampPriority(this, &priority);
// If thread was ready, adjust queues
if (status == THREADSTATUS_READY)
ready_queue.move(this, current_priority, priority);
nominal_priority = current_priority = priority;
}
void Thread::BoostPriority(s32 priority) {
ready_queue.move(this, current_priority, priority);
current_priority = priority;
}
SharedPtr<Thread> SetupIdleThread() {
// We need to pass a few valid values to get around parameter checking in Thread::Create.
auto thread = Thread::Create("idle", Memory::KERNEL_MEMORY_VADDR, THREADPRIO_LOWEST, 0,
THREADPROCESSORID_0, 0).MoveFrom();
thread->idle = true;
return thread;
}
SharedPtr<Thread> SetupMainThread(u32 stack_size, u32 entry_point, s32 priority) {
DEBUG_ASSERT(!GetCurrentThread());
// Initialize new "main" thread
auto thread_res = Thread::Create("main", entry_point, priority, 0,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END);
SharedPtr<Thread> thread = thread_res.MoveFrom();
// Run new "main" thread
SwitchContext(thread.get());
return thread;
}
void Reschedule() {
Thread* prev = GetCurrentThread();
PriorityBoostStarvedThreads();
Thread* next = PopNextReadyThread();
HLE::g_reschedule = false;
if (next != nullptr) {
LOG_TRACE(Kernel, "context switch %u -> %u", prev->GetObjectId(), next->GetObjectId());
SwitchContext(next);
} else {
LOG_TRACE(Kernel, "cannot context switch from %u, no higher priority thread!", prev->GetObjectId());
for (auto& thread : thread_list) {
LOG_TRACE(Kernel, "\tid=%u prio=0x%02X, status=0x%08X", thread->GetObjectId(),
thread->current_priority, thread->status);
}
}
}
void Thread::SetWaitSynchronizationResult(ResultCode result) {
context.cpu_registers[0] = result.raw;
}
void Thread::SetWaitSynchronizationOutput(s32 output) {
context.cpu_registers[1] = output;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void ThreadingInit() {
ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
// Setup the idle thread
SetupIdleThread();
}
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void ThreadingShutdown() {
}
} // namespace