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// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <vector>
#include "common/common_types.h"
#include "core/core.h"
#include "core/mem_map.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/result.h"
enum ThreadPriority {
THREADPRIO_HIGHEST = 0, ///< Highest thread priority
THREADPRIO_DEFAULT = 16, ///< Default thread priority for userland apps
THREADPRIO_LOW = 31, ///< Low range of thread priority for userland apps
THREADPRIO_LOWEST = 63, ///< Thread priority max checked by svcCreateThread
};
enum ThreadProcessorId {
THREADPROCESSORID_0 = 0xFFFFFFFE, ///< Enables core appcode
THREADPROCESSORID_1 = 0xFFFFFFFD, ///< Enables core syscore
THREADPROCESSORID_ALL = 0xFFFFFFFC, ///< Enables both cores
};
enum ThreadStatus {
THREADSTATUS_RUNNING = 1,
THREADSTATUS_READY = 2,
THREADSTATUS_WAIT = 4,
THREADSTATUS_SUSPEND = 8,
THREADSTATUS_DORMANT = 16,
THREADSTATUS_DEAD = 32,
THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
};
namespace Kernel {
class Thread final : public WaitObject {
public:
static ResultVal<SharedPtr<Thread>> Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size);
std::string GetName() const override { return name; }
std::string GetTypeName() const override { return "Thread"; }
static const HandleType HANDLE_TYPE = HandleType::Thread;
HandleType GetHandleType() const override { return HANDLE_TYPE; }
inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
inline bool IsIdle() const { return idle; }
bool ShouldWait() override;
void Acquire() override;
s32 GetPriority() const { return current_priority; }
void SetPriority(s32 priority);
u32 GetThreadId() const { return thread_id; }
void Stop(const char* reason);
/**
* Release an acquired wait object
* @param wait_object WaitObject to release
*/
void ReleaseWaitObject(WaitObject* wait_object);
/// Resumes a thread from waiting by marking it as "ready"
void ResumeFromWait();
/**
* Schedules an event to wake up the specified thread after the specified delay.
* @param nanoseconds The time this thread will be allowed to sleep for.
*/
void WakeAfterDelay(s64 nanoseconds);
/**
* Sets the result after the thread awakens (from either WaitSynchronization SVC)
* @param result Value to set to the returned result
*/
void SetWaitSynchronizationResult(ResultCode result);
/**
* Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only)
* @param output Value to set to the output parameter
*/
void SetWaitSynchronizationOutput(s32 output);
Core::ThreadContext context;
u32 thread_id;
u32 status;
u32 entry_point;
u32 stack_top;
u32 stack_size;
s32 initial_priority;
s32 current_priority;
s32 processor_id;
std::vector<SharedPtr<WaitObject>> wait_objects; ///< Objects that the thread is waiting on
VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address
bool wait_all; ///< True if the thread is waiting on all objects before resuming
bool wait_set_output; ///< True if the output parameter should be set on thread wakeup
std::string name;
/// Whether this thread is intended to never actually be executed, i.e. always idle
bool idle = false;
private:
Thread() = default;
/// Handle used as userdata to reference this object when inserting into the CoreTiming queue.
Handle callback_handle;
};
/// Sets up the primary application thread
SharedPtr<Thread> SetupMainThread(s32 priority, u32 stack_size);
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule();
/// Arbitrate the highest priority thread that is waiting
Thread* ArbitrateHighestPriorityThread(u32 address);
/// Arbitrate all threads currently waiting...
void ArbitrateAllThreads(u32 address);
/// Gets the current thread
Thread* GetCurrentThread();
/// Waits the current thread on a sleep
void WaitCurrentThread_Sleep();
/**
* Waits the current thread from a WaitSynchronization call
* @param wait_object Kernel object that we are waiting on
* @param wait_set_output If true, set the output parameter on thread wakeup (for WaitSynchronizationN only)
* @param wait_all If true, wait on all objects before resuming (for WaitSynchronizationN only)
*/
void WaitCurrentThread_WaitSynchronization(SharedPtr<WaitObject> wait_object, bool wait_set_output, bool wait_all);
/**
* Waits the current thread from an ArbitrateAddress call
* @param wait_address Arbitration address used to resume from wait
*/
void WaitCurrentThread_ArbitrateAddress(VAddr wait_address);
/**
* Sets up the idle thread, this is a thread that is intended to never execute instructions,
* only to advance the timing. It is scheduled when there are no other ready threads in the thread queue
* and will try to yield on every call.
* @returns The handle of the idle thread
*/
SharedPtr<Thread> SetupIdleThread();
/// Initialize threading
void ThreadingInit();
/// Shutdown threading
void ThreadingShutdown();
} // namespace
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