7725256f64
This should speed up compile times a bit, as well as enable more liberal use of forward declarations. (Due to SharedPtr not trying to emit the destructor anymore.)
184 lines
6.0 KiB
C++
184 lines
6.0 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 <vector>
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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/core.h"
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#include "core/mem_map.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/result.h"
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enum ThreadPriority {
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THREADPRIO_HIGHEST = 0, ///< Highest thread priority
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THREADPRIO_DEFAULT = 16, ///< Default thread priority for userland apps
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THREADPRIO_LOW = 31, ///< Low range of thread priority for userland apps
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THREADPRIO_LOWEST = 63, ///< Thread priority max checked by svcCreateThread
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};
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enum ThreadProcessorId {
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THREADPROCESSORID_0 = 0xFFFFFFFE, ///< Enables core appcode
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THREADPROCESSORID_1 = 0xFFFFFFFD, ///< Enables core syscore
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THREADPROCESSORID_ALL = 0xFFFFFFFC, ///< Enables both cores
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};
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enum ThreadStatus {
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THREADSTATUS_RUNNING = 1,
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THREADSTATUS_READY = 2,
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THREADSTATUS_WAIT = 4,
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THREADSTATUS_SUSPEND = 8,
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THREADSTATUS_DORMANT = 16,
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THREADSTATUS_DEAD = 32,
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THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
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};
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namespace Kernel {
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class Mutex;
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class Thread final : public WaitObject {
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public:
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static ResultVal<SharedPtr<Thread>> Create(std::string name, VAddr entry_point, s32 priority,
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u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size);
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std::string GetName() const override { return name; }
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std::string GetTypeName() const override { return "Thread"; }
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static const HandleType HANDLE_TYPE = HandleType::Thread;
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HandleType GetHandleType() const override { return HANDLE_TYPE; }
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inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
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inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
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inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
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inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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inline bool IsIdle() const { return idle; }
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bool ShouldWait() override;
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void Acquire() override;
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s32 GetPriority() const { return current_priority; }
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void SetPriority(s32 priority);
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u32 GetThreadId() const { return thread_id; }
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void Stop(const char* reason);
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/**
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* Release an acquired wait object
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* @param wait_object WaitObject to release
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*/
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void ReleaseWaitObject(WaitObject* wait_object);
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/// Resumes a thread from waiting by marking it as "ready"
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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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/**
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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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Core::ThreadContext context;
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u32 thread_id;
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u32 status;
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u32 entry_point;
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u32 stack_top;
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u32 stack_size;
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s32 initial_priority;
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s32 current_priority;
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s32 processor_id;
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/// Mutexes currently held by this thread, which will be released when it exits.
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boost::container::flat_set<SharedPtr<Mutex>> held_mutexes;
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std::vector<SharedPtr<WaitObject>> wait_objects; ///< Objects that the thread is waiting on
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VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address
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bool wait_all; ///< True if the thread is waiting on all objects before resuming
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bool wait_set_output; ///< True if the output parameter should be set on thread wakeup
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std::string name;
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/// Whether this thread is intended to never actually be executed, i.e. always idle
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bool idle = false;
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private:
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Thread();
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~Thread() override;
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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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};
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/// Sets up the primary application thread
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SharedPtr<Thread> SetupMainThread(s32 priority, u32 stack_size);
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/// Reschedules to the next available thread (call after current thread is suspended)
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void Reschedule();
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/// Arbitrate the highest priority thread that is waiting
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Thread* ArbitrateHighestPriorityThread(u32 address);
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/// Arbitrate all threads currently waiting...
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void ArbitrateAllThreads(u32 address);
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/// Gets the current thread
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Thread* GetCurrentThread();
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/// Waits the current thread on a sleep
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void WaitCurrentThread_Sleep();
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/**
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* Waits the current thread from a WaitSynchronization call
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* @param wait_object Kernel object that we are waiting on
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* @param wait_set_output If true, set the output parameter on thread wakeup (for WaitSynchronizationN only)
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* @param wait_all If true, wait on all objects before resuming (for WaitSynchronizationN only)
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*/
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void WaitCurrentThread_WaitSynchronization(SharedPtr<WaitObject> wait_object, bool wait_set_output, bool wait_all);
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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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* Sets up the idle thread, this is a thread that is intended to never execute instructions,
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* only to advance the timing. It is scheduled when there are no other ready threads in the thread queue
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* and will try to yield on every call.
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* @returns The handle of the idle thread
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*/
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SharedPtr<Thread> SetupIdleThread();
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/// Initialize threading
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void ThreadingInit();
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/// Shutdown threading
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void ThreadingShutdown();
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} // namespace
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