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author | bunnei <bunneidev@gmail.com> | 2018-02-18 20:58:40 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2018-02-18 20:58:40 +0100 |
commit | c78d495161355277d19bd9debc64161b1d4bb949 (patch) | |
tree | 7de9d4d46450b78baa1c2153b929829a3f7eabc6 /src/core/hle/kernel | |
parent | core: Use shared_ptr for cpu_core. (diff) | |
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Diffstat (limited to 'src/core/hle/kernel')
-rw-r--r-- | src/core/hle/kernel/scheduler.cpp | 134 | ||||
-rw-r--r-- | src/core/hle/kernel/scheduler.h | 74 |
2 files changed, 208 insertions, 0 deletions
diff --git a/src/core/hle/kernel/scheduler.cpp b/src/core/hle/kernel/scheduler.cpp new file mode 100644 index 000000000..2fe0d5a38 --- /dev/null +++ b/src/core/hle/kernel/scheduler.cpp @@ -0,0 +1,134 @@ +// Copyright 2018 yuzu emulator team +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "core/core_timing.h" +#include "core/hle/kernel/process.h" +#include "core/hle/kernel/scheduler.h" + +namespace Kernel { + +Scheduler::Scheduler(std::shared_ptr<ARM_Interface> cpu_core) : cpu_core(cpu_core) {} + +Scheduler::~Scheduler() { + for (auto& thread : thread_list) { + thread->Stop(); + } +} + +bool Scheduler::HaveReadyThreads() { + return ready_queue.get_first() != nullptr; +} + +Thread* Scheduler::GetCurrentThread() const { + return current_thread.get(); +} + +Thread* Scheduler::PopNextReadyThread() { + Thread* next = nullptr; + 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); + if (!next) { + // Otherwise just keep going with the current thread + next = thread; + } + } else { + next = ready_queue.pop_first(); + } + + return next; +} + +void Scheduler::SwitchContext(Thread* new_thread) { + Thread* previous_thread = GetCurrentThread(); + + // Save context for previous thread + if (previous_thread) { + previous_thread->last_running_ticks = CoreTiming::GetTicks(); + cpu_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) { + ASSERT_MSG(new_thread->status == THREADSTATUS_READY, + "Thread must be ready to become running."); + + // Cancel any outstanding wakeup events for this thread + new_thread->CancelWakeupTimer(); + + auto previous_process = Kernel::g_current_process; + + current_thread = new_thread; + + ready_queue.remove(new_thread->current_priority, new_thread); + new_thread->status = THREADSTATUS_RUNNING; + + if (previous_process != current_thread->owner_process) { + Kernel::g_current_process = current_thread->owner_process; + SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table); + } + + cpu_core->LoadContext(new_thread->context); + cpu_core->SetTlsAddress(new_thread->GetTLSAddress()); + } else { + current_thread = nullptr; + // Note: We do not reset the current process and current page table when idling because + // technically we haven't changed processes, our threads are just paused. + } +} + +void Scheduler::Reschedule() { + Thread* cur = GetCurrentThread(); + Thread* next = PopNextReadyThread(); + + if (cur && next) { + LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId()); + } else if (cur) { + LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId()); + } else if (next) { + LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId()); + } + + SwitchContext(next); +} + +void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) { + thread_list.push_back(thread); + ready_queue.prepare(priority); +} + +void Scheduler::RemoveThread(Thread* thread) { + thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread), + thread_list.end()); +} + +void Scheduler::ScheduleThread(Thread* thread, u32 priority) { + ASSERT(thread->status == THREADSTATUS_READY); + ready_queue.push_back(priority, thread); +} + +void Scheduler::UnscheduleThread(Thread* thread, u32 priority) { + ASSERT(thread->status == THREADSTATUS_READY); + ready_queue.remove(priority, thread); +} + +void Scheduler::SetThreadPriority(Thread* thread, u32 priority) { + // If thread was ready, adjust queues + if (thread->status == THREADSTATUS_READY) + ready_queue.move(thread, thread->current_priority, priority); + else + ready_queue.prepare(priority); +} + +} // namespace Kernel diff --git a/src/core/hle/kernel/scheduler.h b/src/core/hle/kernel/scheduler.h new file mode 100644 index 000000000..72e658ec6 --- /dev/null +++ b/src/core/hle/kernel/scheduler.h @@ -0,0 +1,74 @@ +// Copyright 2018 yuzu emulator team +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <memory> +#include <vector> +#include "common/common_types.h" +#include "common/thread_queue_list.h" +#include "core/arm/arm_interface.h" +#include "core/hle/kernel/thread.h" + +namespace Kernel { + +class Scheduler final { +public: + Scheduler(std::shared_ptr<ARM_Interface> cpu_core); + ~Scheduler(); + + /// Returns whether there are any threads that are ready to run. + bool HaveReadyThreads(); + + /// Reschedules to the next available thread (call after current thread is suspended) + void Reschedule(); + + /// Gets the current running thread + Thread* GetCurrentThread() const; + + /// Adds a new thread to the scheduler + void AddThread(SharedPtr<Thread> thread, u32 priority); + + /// Removes a thread from the scheduler + void RemoveThread(Thread* thread); + + /// Schedules a thread that has become "ready" + void ScheduleThread(Thread* thread, u32 priority); + + /// Unschedules a thread that was already scheduled + void UnscheduleThread(Thread* thread, u32 priority); + + /// Sets the priority of a thread in the scheduler + void SetThreadPriority(Thread* thread, u32 priority); + + /// Returns a list of all threads managed by the scheduler + const std::vector<SharedPtr<Thread>>& GetThreadList() const { + return thread_list; + } + +private: + /** + * Pops and returns the next thread from the thread queue + * @return A pointer to the next ready thread + */ + Thread* PopNextReadyThread(); + + /** + * Switches the CPU's active thread context to that of the specified thread + * @param new_thread The thread to switch to + */ + void SwitchContext(Thread* new_thread); + + /// Lists all thread ids that aren't deleted/etc. + std::vector<SharedPtr<Thread>> thread_list; + + /// Lists only ready thread ids. + Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue; + + SharedPtr<Thread> current_thread = nullptr; + + std::shared_ptr<ARM_Interface> cpu_core; +}; + +} // namespace Kernel |