46572d027d
Verified with a hwtest and implemented based on reverse engineering. Thread A's priority will get bumped to the highest priority among all the threads that are waiting for a mutex that A holds. Once A releases the mutex and ownership is transferred to B, A's priority will return to normal and B's priority will be bumped.
290 lines
9.9 KiB
C++
290 lines
9.9 KiB
C++
// Copyright 2014 Citra Emulator Project / PPSSPP Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <boost/container/flat_map.hpp>
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#include <boost/container/flat_set.hpp>
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#include "common/common_types.h"
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#include "core/arm/arm_interface.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/wait_object.h"
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#include "core/hle/result.h"
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enum ThreadPriority : u32 {
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THREADPRIO_HIGHEST = 0, ///< Highest thread priority
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THREADPRIO_USERLAND_MAX = 24, ///< Highest thread priority for userland apps
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THREADPRIO_DEFAULT = 44, ///< Default thread priority for userland apps
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THREADPRIO_LOWEST = 63, ///< Lowest thread priority
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};
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enum ThreadProcessorId : s32 {
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THREADPROCESSORID_DEFAULT = -2, ///< Run thread on default core specified by exheader
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THREADPROCESSORID_0 = 0, ///< Run thread on core 0
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THREADPROCESSORID_1 = 1, ///< Run thread on core 1
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THREADPROCESSORID_2 = 2, ///< Run thread on core 2
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THREADPROCESSORID_3 = 3, ///< Run thread on core 3
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THREADPROCESSORID_MAX = 4, ///< Processor ID must be less than this
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/// Allowed CPU mask
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THREADPROCESSORID_DEFAULT_MASK = (1 << THREADPROCESSORID_0) | (1 << THREADPROCESSORID_1) |
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(1 << THREADPROCESSORID_2) | (1 << THREADPROCESSORID_3)
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};
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enum ThreadStatus {
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THREADSTATUS_RUNNING, ///< Currently running
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THREADSTATUS_READY, ///< Ready to run
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THREADSTATUS_WAIT_HLE_EVENT, ///< Waiting for hle event to finish
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THREADSTATUS_WAIT_SLEEP, ///< Waiting due to a SleepThread SVC
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THREADSTATUS_WAIT_IPC, ///< Waiting for the reply from an IPC request
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THREADSTATUS_WAIT_SYNCH_ANY, ///< Waiting due to WaitSynch1 or WaitSynchN with wait_all = false
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THREADSTATUS_WAIT_SYNCH_ALL, ///< Waiting due to WaitSynchronizationN with wait_all = true
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THREADSTATUS_WAIT_MUTEX, ///< Waiting due to an ArbitrateLock/WaitProcessWideKey svc
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THREADSTATUS_DORMANT, ///< Created but not yet made ready
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THREADSTATUS_DEAD ///< Run to completion, or forcefully terminated
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};
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enum class ThreadWakeupReason {
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Signal, // The thread was woken up by WakeupAllWaitingThreads due to an object signal.
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Timeout // The thread was woken up due to a wait timeout.
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};
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namespace Kernel {
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class Process;
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class Thread final : public WaitObject {
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public:
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/**
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* Creates and returns a new thread. The new thread is immediately scheduled
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* @param name The friendly name desired for the thread
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* @param entry_point The address at which the thread should start execution
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* @param priority The thread's priority
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* @param arg User data to pass to the thread
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* @param processor_id The ID(s) of the processors on which the thread is desired to be run
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* @param stack_top The address of the thread's stack top
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* @param owner_process The parent process for the thread
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* @return A shared pointer to the newly created thread
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*/
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static ResultVal<SharedPtr<Thread>> Create(std::string name, VAddr entry_point, u32 priority,
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u64 arg, s32 processor_id, VAddr stack_top,
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SharedPtr<Process> owner_process);
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std::string GetName() const override {
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return name;
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}
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std::string GetTypeName() const override {
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return "Thread";
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}
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static const HandleType HANDLE_TYPE = HandleType::Thread;
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HandleType GetHandleType() const override {
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return HANDLE_TYPE;
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}
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bool ShouldWait(Thread* thread) const override;
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void Acquire(Thread* thread) override;
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/**
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* Gets the thread's current priority
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* @return The current thread's priority
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*/
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u32 GetPriority() const {
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return current_priority;
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}
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/**
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* Sets the thread's current priority
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* @param priority The new priority
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*/
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void SetPriority(u32 priority);
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/**
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* Temporarily boosts the thread's priority until the next time it is scheduled
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* @param priority The new priority
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*/
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void BoostPriority(u32 priority);
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/// Adds a thread to the list of threads that are waiting for a lock held by this thread.
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void AddMutexWaiter(SharedPtr<Thread> thread);
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/// Removes a thread from the list of threads that are waiting for a lock held by this thread.
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void RemoveMutexWaiter(SharedPtr<Thread> thread);
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/// Recalculates the current priority taking into account priority inheritance.
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void UpdatePriority();
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/**
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* Gets the thread's thread ID
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* @return The thread's ID
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*/
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u32 GetThreadId() const {
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return thread_id;
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}
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/**
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* Resumes a thread from waiting
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*/
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void ResumeFromWait();
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/**
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* Schedules an event to wake up the specified thread after the specified delay
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* @param nanoseconds The time this thread will be allowed to sleep for
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*/
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void WakeAfterDelay(s64 nanoseconds);
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/// Cancel any outstanding wakeup events for this thread
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void CancelWakeupTimer();
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/**
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* Sets the result after the thread awakens (from either WaitSynchronization SVC)
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* @param result Value to set to the returned result
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*/
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void SetWaitSynchronizationResult(ResultCode result);
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/**
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* Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only)
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* @param output Value to set to the output parameter
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*/
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void SetWaitSynchronizationOutput(s32 output);
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/**
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* Retrieves the index that this particular object occupies in the list of objects
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* that the thread passed to WaitSynchronizationN, starting the search from the last element.
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* It is used to set the output value of WaitSynchronizationN when the thread is awakened.
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* When a thread wakes up due to an object signal, the kernel will use the index of the last
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* matching object in the wait objects list in case of having multiple instances of the same
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* object in the list.
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* @param object Object to query the index of.
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*/
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s32 GetWaitObjectIndex(WaitObject* object) const;
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/**
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* Stops a thread, invalidating it from further use
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*/
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void Stop();
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/*
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* Returns the Thread Local Storage address of the current thread
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* @returns VAddr of the thread's TLS
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*/
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VAddr GetTLSAddress() const {
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return tls_address;
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}
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/*
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* Returns the address of the current thread's command buffer, located in the TLS.
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* @returns VAddr of the thread's command buffer.
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*/
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VAddr GetCommandBufferAddress() const;
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/**
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* Returns whether this thread is waiting for all the objects in
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* its wait list to become ready, as a result of a WaitSynchronizationN call
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* with wait_all = true.
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*/
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bool IsSleepingOnWaitAll() const {
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return status == THREADSTATUS_WAIT_SYNCH_ALL;
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}
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ARM_Interface::ThreadContext context;
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u32 thread_id;
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u32 status;
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VAddr entry_point;
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VAddr stack_top;
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u32 nominal_priority; ///< Nominal thread priority, as set by the emulated application
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u32 current_priority; ///< Current thread priority, can be temporarily changed
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u64 last_running_ticks; ///< CPU tick when thread was last running
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s32 processor_id;
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VAddr tls_address; ///< Virtual address of the Thread Local Storage of the thread
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SharedPtr<Process> owner_process; ///< Process that owns this thread
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/// Objects that the thread is waiting on, in the same order as they were
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// passed to WaitSynchronization1/N.
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std::vector<SharedPtr<WaitObject>> wait_objects;
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/// List of threads that are waiting for a mutex that is held by this thread.
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std::vector<SharedPtr<Thread>> wait_mutex_threads;
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/// Thread that owns the lock that this thread is waiting for.
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SharedPtr<Thread> lock_owner;
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// If waiting on a ConditionVariable, this is the ConditionVariable address
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VAddr condvar_wait_address;
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VAddr mutex_wait_address; ///< If waiting on a Mutex, this is the mutex address
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Handle wait_handle; ///< The handle used to wait for the mutex.
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std::string name;
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/// Handle used by guest emulated application to access this thread
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Handle guest_handle;
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/// Handle used as userdata to reference this object when inserting into the CoreTiming queue.
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Handle callback_handle;
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using WakeupCallback = bool(ThreadWakeupReason reason, SharedPtr<Thread> thread,
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SharedPtr<WaitObject> object, size_t index);
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// Callback that will be invoked when the thread is resumed from a waiting state. If the thread
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// was waiting via WaitSynchronizationN then the object will be the last object that became
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// available. In case of a timeout, the object will be nullptr.
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std::function<WakeupCallback> wakeup_callback;
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private:
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Thread();
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~Thread() override;
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};
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/**
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* Sets up the primary application thread
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* @param entry_point The address at which the thread should start execution
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* @param priority The priority to give the main thread
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* @param owner_process The parent process for the main thread
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* @return A shared pointer to the main thread
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*/
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SharedPtr<Thread> SetupMainThread(VAddr entry_point, u32 priority,
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SharedPtr<Process> owner_process);
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/**
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* Gets the current thread
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*/
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Thread* GetCurrentThread();
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/**
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* Waits the current thread on a sleep
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*/
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void WaitCurrentThread_Sleep();
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/**
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* Waits the current thread from an ArbitrateAddress call
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* @param wait_address Arbitration address used to resume from wait
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*/
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void WaitCurrentThread_ArbitrateAddress(VAddr wait_address);
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/**
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* Stops the current thread and removes it from the thread_list
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*/
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void ExitCurrentThread();
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/**
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* Initialize threading
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*/
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void ThreadingInit();
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/**
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* Shutdown threading
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*/
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void ThreadingShutdown();
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} // namespace Kernel
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