252 lines
8.0 KiB
C++
252 lines
8.0 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 : s32{
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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 = 48, ///< 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_ALL = -1, ///< Run thread on either core
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THREADPROCESSORID_0 = 0, ///< Run thread on core 0 (AppCore)
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THREADPROCESSORID_1 = 1, ///< Run thread on core 1 (SysCore)
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THREADPROCESSORID_MAX = 2, ///< Processor ID must be less than this
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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_ARB, ///< Waiting on an address arbiter
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THREADSTATUS_WAIT_SLEEP, ///< Waiting due to a SleepThread SVC
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THREADSTATUS_WAIT_SYNCH, ///< Waiting due to a WaitSynchronization 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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namespace Kernel {
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class Mutex;
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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 stack_size The size of the thread's stack
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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, s32 priority,
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u32 arg, s32 processor_id, VAddr stack_top);
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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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bool ShouldWait() override;
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void Acquire() override;
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/**
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* Checks if the thread is an idle (stub) thread
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* @return True if the thread is an idle (stub) thread, false otherwise
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*/
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inline bool IsIdle() const { return idle; }
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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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s32 GetPriority() const { return current_priority; }
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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(s32 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(s32 priority);
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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 { return thread_id; }
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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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/**
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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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/**
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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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* 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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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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s32 nominal_priority; ///< Nominal thread priority, as set by the emulated application
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s32 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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s32 tls_index; ///< Index of the Thread Local Storage of the thread
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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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SharedPtr<Process> owner_process; ///< Process that owns this thread
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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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/**
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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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* @return A shared pointer to the main thread
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*/
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SharedPtr<Thread> SetupMainThread(u32 entry_point, s32 priority);
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/**
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* Reschedules to the next available thread (call after current thread is suspended)
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*/
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void Reschedule();
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/**
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* Arbitrate the highest priority thread that is waiting
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* @param address The address for which waiting threads should be arbitrated
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*/
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Thread* ArbitrateHighestPriorityThread(u32 address);
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/**
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* Arbitrate all threads currently waiting.
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* @param address The address for which waiting threads should be arbitrated
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*/
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void ArbitrateAllThreads(u32 address);
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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 a WaitSynchronization call
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* @param wait_objects Kernel objects 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(std::vector<SharedPtr<WaitObject>> wait_objects, 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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* @return The handle of the idle thread
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*/
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SharedPtr<Thread> SetupIdleThread();
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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
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