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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2019-03-29 22:01:17 +0100 |
---|---|---|
committer | FernandoS27 <fsahmkow27@gmail.com> | 2019-10-15 17:55:04 +0200 |
commit | b164d8ee536dba526f9da2083433d529daf7b37b (patch) | |
tree | fd0ad5dad048adccd1ed4f2564eff0cfa08dc470 /src/core | |
parent | Merge pull request #2965 from FernandoS27/fair-core-timing (diff) | |
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Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/hle/kernel/scheduler.cpp | 449 | ||||
-rw-r--r-- | src/core/hle/kernel/scheduler.h | 220 |
2 files changed, 411 insertions, 258 deletions
diff --git a/src/core/hle/kernel/scheduler.cpp b/src/core/hle/kernel/scheduler.cpp index e8447b69a..878aeed6d 100644 --- a/src/core/hle/kernel/scheduler.cpp +++ b/src/core/hle/kernel/scheduler.cpp @@ -3,6 +3,8 @@ // Refer to the license.txt file included. #include <algorithm> +#include <set> +#include <unordered_set> #include <utility> #include "common/assert.h" @@ -17,57 +19,314 @@ namespace Kernel { -std::mutex Scheduler::scheduler_mutex; +void GlobalScheduler::AddThread(SharedPtr<Thread> thread) { + thread_list.push_back(std::move(thread)); +} + +void GlobalScheduler::RemoveThread(Thread* thread) { + thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread), + thread_list.end()); +} + +/* + * SelectThreads, Yield functions originally by TuxSH. + * licensed under GPLv2 or later under exception provided by the author. + */ + +void GlobalScheduler::UnloadThread(s32 core) { + Scheduler& sched = Core::System::GetInstance().Scheduler(core); + sched.UnloadThread(); +} + +void GlobalScheduler::SelectThread(u32 core) { + auto update_thread = [](Thread* thread, Scheduler& sched) { + if (thread != sched.selected_thread) { + if (thread == nullptr) { + ++sched.idle_selection_count; + } + sched.selected_thread = thread; + } + sched.context_switch_pending = sched.selected_thread != sched.current_thread; + std::atomic_thread_fence(std::memory_order_seq_cst); + }; + Scheduler& sched = Core::System::GetInstance().Scheduler(core); + Thread* current_thread = nullptr; + current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front(); + if (!current_thread) { + Thread* winner = nullptr; + std::set<s32> sug_cores; + for (auto thread : suggested_queue[core]) { + s32 this_core = thread->GetProcessorID(); + Thread* thread_on_core = nullptr; + if (this_core >= 0) { + thread_on_core = scheduled_queue[this_core].front(); + } + if (this_core < 0 || thread != thread_on_core) { + winner = thread; + break; + } + sug_cores.insert(this_core); + } + if (winner && winner->GetPriority() > 2) { + if (winner->IsRunning()) { + UnloadThread(winner->GetProcessorID()); + } + TransferToCore(winner->GetPriority(), core, winner); + current_thread = winner; + } else { + for (auto& src_core : sug_cores) { + auto it = scheduled_queue[src_core].begin(); + it++; + if (it != scheduled_queue[src_core].end()) { + Thread* thread_on_core = scheduled_queue[src_core].front(); + Thread* to_change = *it; + if (thread_on_core->IsRunning() || to_change->IsRunning()) { + UnloadThread(src_core); + } + TransferToCore(thread_on_core->GetPriority(), core, thread_on_core); + current_thread = thread_on_core; + } + } + } + } + update_thread(current_thread, sched); +} -Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core) - : cpu_core{cpu_core}, system{system} {} +void GlobalScheduler::SelectThreads() { + auto update_thread = [](Thread* thread, Scheduler& sched) { + if (thread != sched.selected_thread) { + if (thread == nullptr) { + ++sched.idle_selection_count; + } + sched.selected_thread = thread; + } + sched.context_switch_pending = sched.selected_thread != sched.current_thread; + std::atomic_thread_fence(std::memory_order_seq_cst); + }; + + auto& system = Core::System::GetInstance(); + + std::unordered_set<Thread*> picked_threads; + // This maintain the "current thread is on front of queue" invariant + std::array<Thread*, NUM_CPU_CORES> current_threads; + for (u32 i = 0; i < NUM_CPU_CORES; i++) { + Scheduler& sched = system.Scheduler(i); + current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front(); + if (current_threads[i]) + picked_threads.insert(current_threads[i]); + update_thread(current_threads[i], sched); + } + + // Do some load-balancing. Allow second pass. + std::array<Thread*, NUM_CPU_CORES> current_threads_2 = current_threads; + for (u32 i = 0; i < NUM_CPU_CORES; i++) { + if (!scheduled_queue[i].empty()) { + continue; + } + Thread* winner = nullptr; + for (auto thread : suggested_queue[i]) { + if (thread->GetProcessorID() < 0 || thread != current_threads[i]) { + if (picked_threads.count(thread) == 0 && !thread->IsRunning()) { + winner = thread; + break; + } + } + } + if (winner) { + TransferToCore(winner->GetPriority(), i, winner); + current_threads_2[i] = winner; + picked_threads.insert(winner); + } + } -Scheduler::~Scheduler() { - for (auto& thread : thread_list) { - thread->Stop(); + // See which to-be-current threads have changed & update accordingly + for (u32 i = 0; i < NUM_CPU_CORES; i++) { + Scheduler& sched = system.Scheduler(i); + if (current_threads_2[i] != current_threads[i]) { + update_thread(current_threads_2[i], sched); + } } + + reselection_pending.store(false, std::memory_order_release); } +void GlobalScheduler::YieldThread(Thread* yielding_thread) { + // Note: caller should use critical section, etc. + u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID()); + u32 priority = yielding_thread->GetPriority(); + + // Yield the thread + ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority), + "Thread yielding without being in front"); + scheduled_queue[core_id].yield(priority); + + Thread* winner = scheduled_queue[core_id].front(priority); + AskForReselectionOrMarkRedundant(yielding_thread, winner); +} + +void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) { + // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section, + // etc. + u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID()); + u32 priority = yielding_thread->GetPriority(); + + // Yield the thread + ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority), + "Thread yielding without being in front"); + scheduled_queue[core_id].yield(priority); + + std::array<Thread*, NUM_CPU_CORES> current_threads; + for (u32 i = 0; i < NUM_CPU_CORES; i++) { + current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front(); + } + + Thread* next_thread = scheduled_queue[core_id].front(priority); + Thread* winner = nullptr; + for (auto& thread : suggested_queue[core_id]) { + s32 source_core = thread->GetProcessorID(); + if (source_core >= 0) { + if (current_threads[source_core] != nullptr) { + if (thread == current_threads[source_core] || + current_threads[source_core]->GetPriority() < min_regular_priority) + continue; + } + if (next_thread->GetLastRunningTicks() >= thread->GetLastRunningTicks() || + next_thread->GetPriority() < thread->GetPriority()) { + if (thread->GetPriority() <= priority) { + winner = thread; + break; + } + } + } + } + + if (winner != nullptr) { + if (winner != yielding_thread) { + if (winner->IsRunning()) + UnloadThread(winner->GetProcessorID()); + TransferToCore(winner->GetPriority(), core_id, winner); + } + } else { + winner = next_thread; + } + + AskForReselectionOrMarkRedundant(yielding_thread, winner); +} + +void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) { + // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section, + // etc. + Thread* winner = nullptr; + u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID()); + + // Remove the thread from its scheduled mlq, put it on the corresponding "suggested" one instead + TransferToCore(yielding_thread->GetPriority(), -1, yielding_thread); + + // If the core is idle, perform load balancing, excluding the threads that have just used this + // function... + if (scheduled_queue[core_id].empty()) { + // Here, "current_threads" is calculated after the ""yield"", unlike yield -1 + std::array<Thread*, NUM_CPU_CORES> current_threads; + for (u32 i = 0; i < NUM_CPU_CORES; i++) { + current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front(); + } + for (auto& thread : suggested_queue[core_id]) { + s32 source_core = thread->GetProcessorID(); + if (source_core < 0 || thread == current_threads[source_core]) + continue; + if (current_threads[source_core] == nullptr || + current_threads[source_core]->GetPriority() >= min_regular_priority) { + winner = thread; + } + break; + } + if (winner != nullptr) { + if (winner != yielding_thread) { + if (winner->IsRunning()) + UnloadThread(winner->GetProcessorID()); + TransferToCore(winner->GetPriority(), core_id, winner); + } + } else { + winner = yielding_thread; + } + } + + AskForReselectionOrMarkRedundant(yielding_thread, winner); +} + +void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) { + if (current_thread == winner) { + // Nintendo (not us) has a nullderef bug on current_thread->owner, but which is never + // triggered. + // current_thread->SetRedundantSchedulerOperation(); + } else { + reselection_pending.store(true, std::memory_order_release); + } +} + +GlobalScheduler::~GlobalScheduler() = default; + +Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 id) + : system(system), cpu_core(cpu_core), id(id) {} + +Scheduler::~Scheduler() {} + bool Scheduler::HaveReadyThreads() const { - std::lock_guard lock{scheduler_mutex}; - return !ready_queue.empty(); + return system.GlobalScheduler().HaveReadyThreads(id); } Thread* Scheduler::GetCurrentThread() const { return current_thread.get(); } +Thread* Scheduler::GetSelectedThread() const { + return selected_thread.get(); +} + +void Scheduler::SelectThreads() { + system.GlobalScheduler().SelectThread(id); +} + u64 Scheduler::GetLastContextSwitchTicks() const { return last_context_switch_time; } -Thread* Scheduler::PopNextReadyThread() { - Thread* next = nullptr; - Thread* thread = GetCurrentThread(); +void Scheduler::TryDoContextSwitch() { + if (context_switch_pending) + SwitchContext(); +} + +void Scheduler::UnloadThread() { + Thread* const previous_thread = GetCurrentThread(); + Process* const previous_process = Core::CurrentProcess(); - if (thread && thread->GetStatus() == ThreadStatus::Running) { - if (ready_queue.empty()) { - return thread; - } - // We have to do better than the current thread. - // This call returns null when that's not possible. - next = ready_queue.front(); - if (next == nullptr || next->GetPriority() >= thread->GetPriority()) { - next = thread; - } - } else { - if (ready_queue.empty()) { - return nullptr; + UpdateLastContextSwitchTime(previous_thread, previous_process); + + // Save context for previous thread + if (previous_thread) { + cpu_core.SaveContext(previous_thread->GetContext()); + // Save the TPIDR_EL0 system register in case it was modified. + previous_thread->SetTPIDR_EL0(cpu_core.GetTPIDR_EL0()); + + if (previous_thread->GetStatus() == 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) + previous_thread->SetStatus(ThreadStatus::Ready); } - next = ready_queue.front(); + previous_thread->SetIsRunning(false); } - - return next; + current_thread = nullptr; } -void Scheduler::SwitchContext(Thread* new_thread) { - Thread* previous_thread = GetCurrentThread(); - Process* const previous_process = system.Kernel().CurrentProcess(); +void Scheduler::SwitchContext() { + Thread* const previous_thread = GetCurrentThread(); + Thread* const new_thread = GetSelectedThread(); + + context_switch_pending = false; + if (new_thread == previous_thread) + return; + + Process* const previous_process = Core::CurrentProcess(); UpdateLastContextSwitchTime(previous_thread, previous_process); @@ -80,23 +339,23 @@ void Scheduler::SwitchContext(Thread* new_thread) { if (previous_thread->GetStatus() == 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.add(previous_thread, previous_thread->GetPriority(), false); previous_thread->SetStatus(ThreadStatus::Ready); } + previous_thread->SetIsRunning(false); } // Load context of new thread if (new_thread) { + ASSERT_MSG(new_thread->GetProcessorID() == this->id, + "Thread must be assigned to this core."); ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready, "Thread must be ready to become running."); // Cancel any outstanding wakeup events for this thread new_thread->CancelWakeupTimer(); - current_thread = new_thread; - - ready_queue.remove(new_thread, new_thread->GetPriority()); new_thread->SetStatus(ThreadStatus::Running); + new_thread->SetIsRunning(true); auto* const thread_owner_process = current_thread->GetOwnerProcess(); if (previous_process != thread_owner_process) { @@ -116,7 +375,7 @@ void Scheduler::SwitchContext(Thread* new_thread) { void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) { const u64 prev_switch_ticks = last_context_switch_time; - const u64 most_recent_switch_ticks = system.CoreTiming().GetTicks(); + const u64 most_recent_switch_ticks = Core::System::GetInstance().CoreTiming().GetTicks(); const u64 update_ticks = most_recent_switch_ticks - prev_switch_ticks; if (thread != nullptr) { @@ -130,124 +389,4 @@ void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) { last_context_switch_time = most_recent_switch_ticks; } -void Scheduler::Reschedule() { - std::lock_guard lock{scheduler_mutex}; - - Thread* cur = GetCurrentThread(); - Thread* next = PopNextReadyThread(); - - if (cur && next) { - LOG_TRACE(Kernel, "context switch {} -> {}", cur->GetObjectId(), next->GetObjectId()); - } else if (cur) { - LOG_TRACE(Kernel, "context switch {} -> idle", cur->GetObjectId()); - } else if (next) { - LOG_TRACE(Kernel, "context switch idle -> {}", next->GetObjectId()); - } - - SwitchContext(next); -} - -void Scheduler::AddThread(SharedPtr<Thread> thread) { - std::lock_guard lock{scheduler_mutex}; - - thread_list.push_back(std::move(thread)); -} - -void Scheduler::RemoveThread(Thread* thread) { - std::lock_guard lock{scheduler_mutex}; - - thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread), - thread_list.end()); -} - -void Scheduler::ScheduleThread(Thread* thread, u32 priority) { - std::lock_guard lock{scheduler_mutex}; - - ASSERT(thread->GetStatus() == ThreadStatus::Ready); - ready_queue.add(thread, priority); -} - -void Scheduler::UnscheduleThread(Thread* thread, u32 priority) { - std::lock_guard lock{scheduler_mutex}; - - ASSERT(thread->GetStatus() == ThreadStatus::Ready); - ready_queue.remove(thread, priority); -} - -void Scheduler::SetThreadPriority(Thread* thread, u32 priority) { - std::lock_guard lock{scheduler_mutex}; - if (thread->GetPriority() == priority) { - return; - } - - // If thread was ready, adjust queues - if (thread->GetStatus() == ThreadStatus::Ready) - ready_queue.adjust(thread, thread->GetPriority(), priority); -} - -Thread* Scheduler::GetNextSuggestedThread(u32 core, u32 maximum_priority) const { - std::lock_guard lock{scheduler_mutex}; - - const u32 mask = 1U << core; - for (auto* thread : ready_queue) { - if ((thread->GetAffinityMask() & mask) != 0 && thread->GetPriority() < maximum_priority) { - return thread; - } - } - return nullptr; -} - -void Scheduler::YieldWithoutLoadBalancing(Thread* thread) { - ASSERT(thread != nullptr); - // Avoid yielding if the thread isn't even running. - ASSERT(thread->GetStatus() == ThreadStatus::Running); - - // Sanity check that the priority is valid - ASSERT(thread->GetPriority() < THREADPRIO_COUNT); - - // Yield this thread -- sleep for zero time and force reschedule to different thread - GetCurrentThread()->Sleep(0); -} - -void Scheduler::YieldWithLoadBalancing(Thread* thread) { - ASSERT(thread != nullptr); - const auto priority = thread->GetPriority(); - const auto core = static_cast<u32>(thread->GetProcessorID()); - - // Avoid yielding if the thread isn't even running. - ASSERT(thread->GetStatus() == ThreadStatus::Running); - - // Sanity check that the priority is valid - ASSERT(priority < THREADPRIO_COUNT); - - // Sleep for zero time to be able to force reschedule to different thread - GetCurrentThread()->Sleep(0); - - Thread* suggested_thread = nullptr; - - // Search through all of the cpu cores (except this one) for a suggested thread. - // Take the first non-nullptr one - for (unsigned cur_core = 0; cur_core < Core::NUM_CPU_CORES; ++cur_core) { - const auto res = - system.CpuCore(cur_core).Scheduler().GetNextSuggestedThread(core, priority); - - // If scheduler provides a suggested thread - if (res != nullptr) { - // And its better than the current suggested thread (or is the first valid one) - if (suggested_thread == nullptr || - suggested_thread->GetPriority() > res->GetPriority()) { - suggested_thread = res; - } - } - } - - // If a suggested thread was found, queue that for this core - if (suggested_thread != nullptr) - suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask()); -} - -void Scheduler::YieldAndWaitForLoadBalancing(Thread* thread) { - UNIMPLEMENTED_MSG("Wait for load balancing thread yield type is not implemented!"); -} - } // namespace Kernel diff --git a/src/core/hle/kernel/scheduler.h b/src/core/hle/kernel/scheduler.h index b29bf7be8..50fa7376b 100644 --- a/src/core/hle/kernel/scheduler.h +++ b/src/core/hle/kernel/scheduler.h @@ -20,124 +20,141 @@ namespace Kernel { class Process; -class Scheduler final { +class GlobalScheduler final { public: - explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core); - ~Scheduler(); - - /// Returns whether there are any threads that are ready to run. - bool HaveReadyThreads() const; - - /// Reschedules to the next available thread (call after current thread is suspended) - void Reschedule(); - - /// Gets the current running thread - Thread* GetCurrentThread() const; - - /// Gets the timestamp for the last context switch in ticks. - u64 GetLastContextSwitchTicks() const; + static constexpr u32 NUM_CPU_CORES = 4; + GlobalScheduler() { + reselection_pending = false; + } + ~GlobalScheduler(); /// Adds a new thread to the scheduler void AddThread(SharedPtr<Thread> thread); /// Removes a thread from the scheduler void RemoveThread(Thread* thread); - /// Schedules a thread that has become "ready" - void ScheduleThread(Thread* thread, u32 priority); + /// Returns a list of all threads managed by the scheduler + const std::vector<SharedPtr<Thread>>& GetThreadList() const { + return thread_list; + } - /// Unschedules a thread that was already scheduled - void UnscheduleThread(Thread* thread, u32 priority); + void Suggest(u32 priority, u32 core, Thread* thread) { + suggested_queue[core].add(thread, priority); + } - /// Sets the priority of a thread in the scheduler - void SetThreadPriority(Thread* thread, u32 priority); + void Unsuggest(u32 priority, u32 core, Thread* thread) { + suggested_queue[core].remove(thread, priority); + } - /// Gets the next suggested thread for load balancing - Thread* GetNextSuggestedThread(u32 core, u32 minimum_priority) const; + void Schedule(u32 priority, u32 core, Thread* thread) { + ASSERT_MSG(thread->GetProcessorID() == core, + "Thread must be assigned to this core."); + scheduled_queue[core].add(thread, priority); + } - /** - * YieldWithoutLoadBalancing -- analogous to normal yield on a system - * Moves the thread to the end of the ready queue for its priority, and then reschedules the - * system to the new head of the queue. - * - * Example (Single Core -- but can be extrapolated to multi): - * ready_queue[prio=0]: ThreadA, ThreadB, ThreadC (->exec order->) - * Currently Running: ThreadR - * - * ThreadR calls YieldWithoutLoadBalancing - * - * ThreadR is moved to the end of ready_queue[prio=0]: - * ready_queue[prio=0]: ThreadA, ThreadB, ThreadC, ThreadR (->exec order->) - * Currently Running: Nothing - * - * System is rescheduled (ThreadA is popped off of queue): - * ready_queue[prio=0]: ThreadB, ThreadC, ThreadR (->exec order->) - * Currently Running: ThreadA - * - * If the queue is empty at time of call, no yielding occurs. This does not cross between cores - * or priorities at all. - */ - void YieldWithoutLoadBalancing(Thread* thread); + void SchedulePrepend(u32 priority, u32 core, Thread* thread) { + ASSERT_MSG(thread->GetProcessorID() == core, + "Thread must be assigned to this core."); + scheduled_queue[core].add(thread, priority, false); + } - /** - * YieldWithLoadBalancing -- yield but with better selection of the new running thread - * Moves the current thread to the end of the ready queue for its priority, then selects a - * 'suggested thread' (a thread on a different core that could run on this core) from the - * scheduler, changes its core, and reschedules the current core to that thread. - * - * Example (Dual Core -- can be extrapolated to Quad Core, this is just normal yield if it were - * single core): - * ready_queue[core=0][prio=0]: ThreadA, ThreadB (affinities not pictured as irrelevant - * ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only] - * Currently Running: ThreadQ on Core 0 || ThreadP on Core 1 - * - * ThreadQ calls YieldWithLoadBalancing - * - * ThreadQ is moved to the end of ready_queue[core=0][prio=0]: - * ready_queue[core=0][prio=0]: ThreadA, ThreadB - * ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only] - * Currently Running: ThreadQ on Core 0 || ThreadP on Core 1 - * - * A list of suggested threads for each core is compiled - * Suggested Threads: {ThreadC on Core 1} - * If this were quad core (as the switch is), there could be between 0 and 3 threads in this - * list. If there are more than one, the thread is selected by highest prio. - * - * ThreadC is core changed to Core 0: - * ready_queue[core=0][prio=0]: ThreadC, ThreadA, ThreadB, ThreadQ - * ready_queue[core=1][prio=0]: ThreadD - * Currently Running: None on Core 0 || ThreadP on Core 1 - * - * System is rescheduled (ThreadC is popped off of queue): - * ready_queue[core=0][prio=0]: ThreadA, ThreadB, ThreadQ - * ready_queue[core=1][prio=0]: ThreadD - * Currently Running: ThreadC on Core 0 || ThreadP on Core 1 - * - * If no suggested threads can be found this will behave just as normal yield. If there are - * multiple candidates for the suggested thread on a core, the highest prio is taken. - */ - void YieldWithLoadBalancing(Thread* thread); + void Reschedule(u32 priority, u32 core, Thread* thread) { + scheduled_queue[core].remove(thread, priority); + scheduled_queue[core].add(thread, priority); + } - /// Currently unknown -- asserts as unimplemented on call - void YieldAndWaitForLoadBalancing(Thread* thread); + void Unschedule(u32 priority, u32 core, Thread* thread) { + scheduled_queue[core].remove(thread, priority); + } - /// Returns a list of all threads managed by the scheduler - const std::vector<SharedPtr<Thread>>& GetThreadList() const { - return thread_list; + void TransferToCore(u32 priority, s32 destination_core, Thread* thread) { + bool schedulable = thread->GetPriority() < THREADPRIO_COUNT; + s32 source_core = thread->GetProcessorID(); + if (source_core == destination_core || !schedulable) + return; + thread->SetProcessorID(destination_core); + if (source_core >= 0) + Unschedule(priority, source_core, thread); + if (destination_core >= 0) { + Unsuggest(priority, destination_core, thread); + Schedule(priority, destination_core, thread); + } + if (source_core >= 0) + Suggest(priority, source_core, thread); + } + + void UnloadThread(s32 core); + + void SelectThreads(); + void SelectThread(u32 core); + + bool HaveReadyThreads(u32 core_id) { + return !scheduled_queue[core_id].empty(); + } + + void YieldThread(Thread* thread); + void YieldThreadAndBalanceLoad(Thread* thread); + void YieldThreadAndWaitForLoadBalancing(Thread* thread); + + u32 CpuCoresCount() const { + return NUM_CPU_CORES; + } + + void SetReselectionPending() { + reselection_pending.store(true, std::memory_order_release); + } + + bool IsReselectionPending() { + return reselection_pending.load(std::memory_order_acquire); } private: - /** - * Pops and returns the next thread from the thread queue - * @return A pointer to the next ready thread - */ - Thread* PopNextReadyThread(); + void AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner); + + static constexpr u32 min_regular_priority = 2; + std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> scheduled_queue; + std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> suggested_queue; + std::atomic<bool> reselection_pending; + + /// Lists all thread ids that aren't deleted/etc. + std::vector<SharedPtr<Thread>> thread_list; +}; + +class Scheduler final { +public: + explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, const u32 id); + ~Scheduler(); + + /// Returns whether there are any threads that are ready to run. + bool HaveReadyThreads() const; + + /// Reschedules to the next available thread (call after current thread is suspended) + void TryDoContextSwitch(); + + void UnloadThread(); + + void SelectThreads(); + + /// Gets the current running thread + Thread* GetCurrentThread() const; + + Thread* GetSelectedThread() const; + + /// Gets the timestamp for the last context switch in ticks. + u64 GetLastContextSwitchTicks() const; + + bool ContextSwitchPending() const { + return context_switch_pending; + } +private: + friend class GlobalScheduler; /** * 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); + void SwitchContext(); /** * Called on every context switch to update the internal timestamp @@ -152,19 +169,16 @@ private: */ void UpdateLastContextSwitchTime(Thread* thread, Process* process); - /// Lists all thread ids that aren't deleted/etc. - std::vector<SharedPtr<Thread>> thread_list; - - /// Lists only ready thread ids. - Common::MultiLevelQueue<Thread*, THREADPRIO_LOWEST + 1> ready_queue; - SharedPtr<Thread> current_thread = nullptr; + SharedPtr<Thread> selected_thread = nullptr; + Core::System& system; Core::ARM_Interface& cpu_core; u64 last_context_switch_time = 0; + u64 idle_selection_count = 0; + const u32 id; - Core::System& system; - static std::mutex scheduler_mutex; + bool context_switch_pending = false; }; } // namespace Kernel |