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ee8da4c356
Thread: Remove the idle thread
523 lines
17 KiB
C++
523 lines
17 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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#include <algorithm>
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#include <list>
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#include <vector>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/thread_queue_list.h"
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#include "core/arm/arm_interface.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/hle/hle.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/thread.h"
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#include "core/hle/kernel/mutex.h"
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#include "core/hle/result.h"
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#include "core/mem_map.h"
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namespace Kernel {
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/// Event type for the thread wake up event
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static int ThreadWakeupEventType;
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bool Thread::ShouldWait() {
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return status != THREADSTATUS_DEAD;
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}
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void Thread::Acquire() {
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ASSERT_MSG(!ShouldWait(), "object unavailable!");
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}
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// Lists all thread ids that aren't deleted/etc.
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static std::vector<SharedPtr<Thread>> thread_list;
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// Lists only ready thread ids.
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static Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST+1> ready_queue;
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static Thread* current_thread;
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// The first available thread id at startup
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static u32 next_thread_id;
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/**
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* Creates a new thread ID
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* @return The new thread ID
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*/
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inline static u32 const NewThreadId() {
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return next_thread_id++;
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}
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Thread::Thread() {}
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Thread::~Thread() {}
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Thread* GetCurrentThread() {
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return current_thread;
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}
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/**
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* Check if a thread is waiting on the specified wait object
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* @param thread The thread to test
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* @param wait_object The object to test against
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* @return True if the thread is waiting, false otherwise
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*/
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static bool CheckWait_WaitObject(const Thread* thread, WaitObject* wait_object) {
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if (thread->status != THREADSTATUS_WAIT_SYNCH)
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return false;
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auto itr = std::find(thread->wait_objects.begin(), thread->wait_objects.end(), wait_object);
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return itr != thread->wait_objects.end();
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}
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/**
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* Check if the specified thread is waiting on the specified address to be arbitrated
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* @param thread The thread to test
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* @param wait_address The address to test against
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* @return True if the thread is waiting, false otherwise
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*/
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static bool CheckWait_AddressArbiter(const Thread* thread, VAddr wait_address) {
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return thread->status == THREADSTATUS_WAIT_ARB && wait_address == thread->wait_address;
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}
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void Thread::Stop() {
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// Release all the mutexes that this thread holds
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ReleaseThreadMutexes(this);
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// Cancel any outstanding wakeup events for this thread
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CoreTiming::UnscheduleEvent(ThreadWakeupEventType, callback_handle);
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// Clean up thread from ready queue
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// This is only needed when the thread is termintated forcefully (SVC TerminateProcess)
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if (status == THREADSTATUS_READY){
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ready_queue.remove(current_priority, this);
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}
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status = THREADSTATUS_DEAD;
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WakeupAllWaitingThreads();
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// Clean up any dangling references in objects that this thread was waiting for
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for (auto& wait_object : wait_objects) {
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wait_object->RemoveWaitingThread(this);
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}
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}
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Thread* ArbitrateHighestPriorityThread(u32 address) {
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Thread* highest_priority_thread = nullptr;
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s32 priority = THREADPRIO_LOWEST;
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// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
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for (auto& thread : thread_list) {
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if (!CheckWait_AddressArbiter(thread.get(), address))
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continue;
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if (thread == nullptr)
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continue;
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if(thread->current_priority <= priority) {
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highest_priority_thread = thread.get();
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priority = thread->current_priority;
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}
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}
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// If a thread was arbitrated, resume it
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if (nullptr != highest_priority_thread) {
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highest_priority_thread->ResumeFromWait();
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}
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return highest_priority_thread;
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}
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void ArbitrateAllThreads(u32 address) {
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// Resume all threads found to be waiting on the address
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for (auto& thread : thread_list) {
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if (CheckWait_AddressArbiter(thread.get(), address))
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thread->ResumeFromWait();
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}
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}
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/// Boost low priority threads (temporarily) that have been starved
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static void PriorityBoostStarvedThreads() {
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u64 current_ticks = CoreTiming::GetTicks();
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for (auto& thread : thread_list) {
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// TODO(bunnei): Threads that have been waiting to be scheduled for `boost_ticks` (or
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// longer) will have their priority temporarily adjusted to 1 higher than the highest
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// priority thread to prevent thread starvation. This general behavior has been verified
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// on hardware. However, this is almost certainly not perfect, and the real CTR OS scheduler
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// should probably be reversed to verify this.
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const u64 boost_timeout = 2000000; // Boost threads that have been ready for > this long
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u64 delta = current_ticks - thread->last_running_ticks;
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if (thread->status == THREADSTATUS_READY && delta > boost_timeout) {
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const s32 priority = std::max(ready_queue.get_first()->current_priority - 1, 0);
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thread->BoostPriority(priority);
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}
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}
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}
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/**
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* Switches the CPU's active thread context to that of the specified thread
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* @param new_thread The thread to switch to
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*/
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static void SwitchContext(Thread* new_thread) {
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Thread* previous_thread = GetCurrentThread();
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// Save context for previous thread
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if (previous_thread) {
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previous_thread->last_running_ticks = CoreTiming::GetTicks();
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Core::g_app_core->SaveContext(previous_thread->context);
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if (previous_thread->status == THREADSTATUS_RUNNING) {
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// This is only the case when a reschedule is triggered without the current thread
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// yielding execution (i.e. an event triggered, system core time-sliced, etc)
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ready_queue.push_front(previous_thread->current_priority, previous_thread);
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previous_thread->status = THREADSTATUS_READY;
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}
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}
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// Load context of new thread
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if (new_thread) {
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DEBUG_ASSERT_MSG(new_thread->status == THREADSTATUS_READY, "Thread must be ready to become running.");
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current_thread = new_thread;
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ready_queue.remove(new_thread->current_priority, new_thread);
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new_thread->status = THREADSTATUS_RUNNING;
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// Restores thread to its nominal priority if it has been temporarily changed
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new_thread->current_priority = new_thread->nominal_priority;
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Core::g_app_core->LoadContext(new_thread->context);
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Core::g_app_core->SetCP15Register(CP15_THREAD_URO, new_thread->GetTLSAddress());
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} else {
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current_thread = nullptr;
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}
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}
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/**
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* Pops and returns the next thread from the thread queue
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* @return A pointer to the next ready thread
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*/
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static Thread* PopNextReadyThread() {
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Thread* next;
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Thread* thread = GetCurrentThread();
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if (thread && thread->status == THREADSTATUS_RUNNING) {
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// We have to do better than the current thread.
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// This call returns null when that's not possible.
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next = ready_queue.pop_first_better(thread->current_priority);
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if (!next) {
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// Otherwise just keep going with the current thread
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next = thread;
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}
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} else {
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next = ready_queue.pop_first();
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}
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return next;
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}
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void WaitCurrentThread_Sleep() {
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Thread* thread = GetCurrentThread();
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thread->status = THREADSTATUS_WAIT_SLEEP;
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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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Thread* thread = GetCurrentThread();
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thread->wait_set_output = wait_set_output;
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thread->wait_all = wait_all;
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thread->wait_objects = std::move(wait_objects);
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thread->status = THREADSTATUS_WAIT_SYNCH;
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}
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void WaitCurrentThread_ArbitrateAddress(VAddr wait_address) {
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Thread* thread = GetCurrentThread();
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thread->wait_address = wait_address;
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thread->status = THREADSTATUS_WAIT_ARB;
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}
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// TODO(yuriks): This can be removed if Thread objects are explicitly pooled in the future, allowing
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// us to simply use a pool index or similar.
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static Kernel::HandleTable wakeup_callback_handle_table;
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/**
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* Callback that will wake up the thread it was scheduled for
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* @param thread_handle The handle of the thread that's been awoken
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* @param cycles_late The number of CPU cycles that have passed since the desired wakeup time
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*/
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static void ThreadWakeupCallback(u64 thread_handle, int cycles_late) {
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SharedPtr<Thread> thread = wakeup_callback_handle_table.Get<Thread>((Handle)thread_handle);
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if (thread == nullptr) {
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LOG_CRITICAL(Kernel, "Callback fired for invalid thread %08X", (Handle)thread_handle);
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return;
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}
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if (thread->status == THREADSTATUS_WAIT_SYNCH) {
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thread->SetWaitSynchronizationResult(ResultCode(ErrorDescription::Timeout, ErrorModule::OS,
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ErrorSummary::StatusChanged, ErrorLevel::Info));
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if (thread->wait_set_output)
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thread->SetWaitSynchronizationOutput(-1);
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}
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thread->ResumeFromWait();
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}
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void Thread::WakeAfterDelay(s64 nanoseconds) {
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// Don't schedule a wakeup if the thread wants to wait forever
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if (nanoseconds == -1)
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return;
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u64 microseconds = nanoseconds / 1000;
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CoreTiming::ScheduleEvent(usToCycles(microseconds), ThreadWakeupEventType, callback_handle);
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}
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void Thread::ReleaseWaitObject(WaitObject* wait_object) {
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if (status != THREADSTATUS_WAIT_SYNCH || wait_objects.empty()) {
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LOG_CRITICAL(Kernel, "thread is not waiting on any objects!");
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return;
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}
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// Remove this thread from the waiting object's thread list
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wait_object->RemoveWaitingThread(this);
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unsigned index = 0;
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bool wait_all_failed = false; // Will be set to true if any object is unavailable
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// Iterate through all waiting objects to check availability...
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for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
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if ((*itr)->ShouldWait())
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wait_all_failed = true;
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// The output should be the last index of wait_object
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if (*itr == wait_object)
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index = itr - wait_objects.begin();
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}
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// If we are waiting on all objects...
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if (wait_all) {
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// Resume the thread only if all are available...
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if (!wait_all_failed) {
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SetWaitSynchronizationResult(RESULT_SUCCESS);
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SetWaitSynchronizationOutput(-1);
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ResumeFromWait();
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}
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} else {
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// Otherwise, resume
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SetWaitSynchronizationResult(RESULT_SUCCESS);
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if (wait_set_output)
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SetWaitSynchronizationOutput(index);
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ResumeFromWait();
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}
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}
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void Thread::ResumeFromWait() {
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// Cancel any outstanding wakeup events for this thread
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CoreTiming::UnscheduleEvent(ThreadWakeupEventType, callback_handle);
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switch (status) {
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case THREADSTATUS_WAIT_SYNCH:
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// Remove this thread from all other WaitObjects
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for (auto wait_object : wait_objects)
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wait_object->RemoveWaitingThread(this);
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break;
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case THREADSTATUS_WAIT_ARB:
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case THREADSTATUS_WAIT_SLEEP:
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break;
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case THREADSTATUS_RUNNING:
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case THREADSTATUS_READY:
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DEBUG_ASSERT_MSG(false, "Thread with object id %u has already resumed.", GetObjectId());
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return;
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case THREADSTATUS_DEAD:
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// This should never happen, as threads must complete before being stopped.
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DEBUG_ASSERT_MSG(false, "Thread with object id %u cannot be resumed because it's DEAD.",
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GetObjectId());
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return;
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}
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ready_queue.push_back(current_priority, this);
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status = THREADSTATUS_READY;
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}
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/**
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* Prints the thread queue for debugging purposes
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*/
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static void DebugThreadQueue() {
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Thread* thread = GetCurrentThread();
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if (!thread) {
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LOG_DEBUG(Kernel, "Current: NO CURRENT THREAD");
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} else {
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LOG_DEBUG(Kernel, "0x%02X %u (current)", thread->current_priority, GetCurrentThread()->GetObjectId());
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}
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for (auto& t : thread_list) {
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s32 priority = ready_queue.contains(t.get());
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if (priority != -1) {
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LOG_DEBUG(Kernel, "0x%02X %u", priority, t->GetObjectId());
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}
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}
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}
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ResultVal<SharedPtr<Thread>> 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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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = MathUtil::Clamp<s32>(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
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name.c_str(), priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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if (!Memory::GetPointer(entry_point)) {
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LOG_ERROR(Kernel_SVC, "(name=%s): invalid entry %08x", name.c_str(), entry_point);
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// TODO: Verify error
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return ResultCode(ErrorDescription::InvalidAddress, ErrorModule::Kernel,
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ErrorSummary::InvalidArgument, ErrorLevel::Permanent);
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}
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SharedPtr<Thread> thread(new Thread);
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thread_list.push_back(thread);
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ready_queue.prepare(priority);
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thread->thread_id = NewThreadId();
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thread->status = THREADSTATUS_DORMANT;
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thread->entry_point = entry_point;
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thread->stack_top = stack_top;
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thread->nominal_priority = thread->current_priority = priority;
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thread->last_running_ticks = CoreTiming::GetTicks();
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thread->processor_id = processor_id;
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thread->wait_set_output = false;
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thread->wait_all = false;
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thread->wait_objects.clear();
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thread->wait_address = 0;
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thread->name = std::move(name);
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thread->callback_handle = wakeup_callback_handle_table.Create(thread).MoveFrom();
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thread->owner_process = g_current_process;
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VAddr tls_address = Memory::TLS_AREA_VADDR + (thread->thread_id - 1) * 0x200;
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ASSERT_MSG(tls_address < Memory::TLS_AREA_VADDR_END, "Too many threads");
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thread->tls_address = tls_address;
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// TODO(peachum): move to ScheduleThread() when scheduler is added so selected core is used
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// to initialize the context
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Core::g_app_core->ResetContext(thread->context, stack_top, entry_point, arg);
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ready_queue.push_back(thread->current_priority, thread.get());
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thread->status = THREADSTATUS_READY;
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return MakeResult<SharedPtr<Thread>>(std::move(thread));
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}
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// TODO(peachum): Remove this. Range checking should be done, and an appropriate error should be returned.
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static void ClampPriority(const Thread* thread, s32* priority) {
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if (*priority < THREADPRIO_HIGHEST || *priority > THREADPRIO_LOWEST) {
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DEBUG_ASSERT_MSG(false, "Application passed an out of range priority. An error should be returned.");
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s32 new_priority = MathUtil::Clamp<s32>(*priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
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thread->name.c_str(), *priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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*priority = new_priority;
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}
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}
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void Thread::SetPriority(s32 priority) {
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ClampPriority(this, &priority);
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// If thread was ready, adjust queues
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if (status == THREADSTATUS_READY)
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ready_queue.move(this, current_priority, priority);
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else
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ready_queue.prepare(priority);
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nominal_priority = current_priority = priority;
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}
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void Thread::BoostPriority(s32 priority) {
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ready_queue.move(this, current_priority, priority);
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current_priority = priority;
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}
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SharedPtr<Thread> SetupMainThread(u32 entry_point, s32 priority) {
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DEBUG_ASSERT(!GetCurrentThread());
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// Initialize new "main" thread
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auto thread_res = Thread::Create("main", entry_point, priority, 0,
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THREADPROCESSORID_0, Memory::HEAP_VADDR_END);
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SharedPtr<Thread> thread = thread_res.MoveFrom();
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// Run new "main" thread
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SwitchContext(thread.get());
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return thread;
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}
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void Reschedule() {
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PriorityBoostStarvedThreads();
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Thread* cur = GetCurrentThread();
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Thread* next = PopNextReadyThread();
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HLE::g_reschedule = false;
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// Don't bother switching to the same thread
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if (next == cur)
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return;
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if (cur && next) {
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LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId());
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} else if (cur) {
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LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
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} else {
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LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
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}
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SwitchContext(next);
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}
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void Thread::SetWaitSynchronizationResult(ResultCode result) {
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context.cpu_registers[0] = result.raw;
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}
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void Thread::SetWaitSynchronizationOutput(s32 output) {
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context.cpu_registers[1] = output;
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}
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VAddr Thread::GetTLSAddress() const {
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return tls_address;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void ThreadingInit() {
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ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
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current_thread = nullptr;
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next_thread_id = 1;
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thread_list.clear();
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ready_queue.clear();
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}
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void ThreadingShutdown() {
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}
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} // namespace
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