2017-05-29 22:45:30 +00:00
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// Copyright 2014 Citra Emulator 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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2018-12-06 15:18:39 +00:00
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#include <functional>
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2019-03-23 21:09:02 +00:00
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#include <memory>
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2017-05-29 22:45:30 +00:00
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#include <vector>
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#include "common/common_types.h"
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2018-08-02 02:40:00 +00:00
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#include "core/hle/kernel/object.h"
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2017-05-29 22:45:30 +00:00
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namespace Kernel {
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class Thread;
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/// Class that represents a Kernel object that a thread can be waiting on
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class WaitObject : public Object {
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public:
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2018-10-13 21:24:51 +00:00
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using Object::Object;
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2017-05-29 22:45:30 +00:00
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/**
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* Check if the specified thread should wait until the object is available
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* @param thread The thread about which we're deciding.
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* @return True if the current thread should wait due to this object being unavailable
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*/
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Port various minor changes from yuzu PRs (#4725)
* common/thread: Remove unused functions
Many of these functions are carried over from Dolphin (where they aren't
used anymore). Given these have no use (and we really shouldn't be
screwing around with OS-specific thread scheduler handling from the
emulator, these can be removed.
The function for setting the thread name is left, however, since it can
have debugging utility usages.
* input_common/sdl: Use a type alias to shorten declaration of GetPollers
Just makes the definitions a little bit more tidy.
* input_common/sdl: Correct return values within implementations of GetPollers()
In both cases, we weren't actually returning anything, which is
undefined behavior.
* yuzu/debugger/graphics_surface: Fill in missing surface format listings
Fills in the missing surface types that were marked as unknown. The
order corresponds with the TextureFormat enum within
video_core/texture.h.
We also don't need to all of these strings as translatable (only the
first string, as it's an English word).
* yuzu/debugger/graphics_surface: Clean up connection overload deduction
We can utilize qOverload with the signal connections to make the
function deducing a little less ugly.
* yuzu/debugger/graphics_surface: Tidy up SaveSurface
- Use QStringLiteral where applicable.
- Use const where applicable
- Remove unnecessary precondition check (we already assert the pixbuf
being non null)
* yuzu/debugger/graphics_surface: Display error messages for file I/O errors
* core: Add missing override specifiers where applicable
Applies the override specifier where applicable. In the case of
destructors that are defaulted in their definition, they can
simply be removed.
This also removes the unnecessary inclusions being done in audin_u and
audrec_u, given their close proximity.
* kernel/thread: Make parameter of GetWaitObjectIndex() const qualified
The pointed to member is never actually modified, so it can be made
const.
* kernel/thread: Avoid sign conversion within GetCommandBufferAddress()
Previously this was performing a u64 + int sign conversion. When dealing
with addresses, we should generally be keeping the arithmetic in the
same signedness type.
This also gets rid of the static lifetime of the constant, as there's no
need to make a trivial type like this potentially live for the entire
duration of the program.
* kernel/codeset: Make CodeSet's memory data member a regular std::vector
The use of a shared_ptr is an implementation detail of the VMManager
itself when mapping memory. Because of that, we shouldn't require all
users of the CodeSet to have to allocate the shared_ptr ahead of time.
It's intended that CodeSet simply pass in the required direct data, and
that the memory manager takes care of it from that point on.
This means we just do the shared pointer allocation in a single place,
when loading modules, as opposed to in each loader.
* kernel/wait_object: Make ShouldWait() take thread members by pointer-to-const
Given this is intended as a querying function, it doesn't make sense to
allow the implementer to modify the state of the given thread.
2019-05-01 12:28:49 +00:00
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virtual bool ShouldWait(const Thread* thread) const = 0;
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2017-05-29 22:45:30 +00:00
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/// Acquire/lock the object for the specified thread if it is available
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virtual void Acquire(Thread* thread) = 0;
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/**
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* Add a thread to wait on this object
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* @param thread Pointer to thread to add
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*/
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2019-03-23 20:04:19 +00:00
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virtual void AddWaitingThread(std::shared_ptr<Thread> thread);
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2017-05-29 22:45:30 +00:00
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/**
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* Removes a thread from waiting on this object (e.g. if it was resumed already)
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* @param thread Pointer to thread to remove
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*/
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virtual void RemoveWaitingThread(Thread* thread);
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/**
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* Wake up all threads waiting on this object that can be awoken, in priority order,
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* and set the synchronization result and output of the thread.
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*/
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virtual void WakeupAllWaitingThreads();
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/// Obtains the highest priority thread that is ready to run from this object's waiting list.
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2019-04-17 10:44:31 +00:00
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std::shared_ptr<Thread> GetHighestPriorityReadyThread() const;
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2017-05-29 22:45:30 +00:00
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/// Get a const reference to the waiting threads list for debug use
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2019-03-23 20:04:19 +00:00
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const std::vector<std::shared_ptr<Thread>>& GetWaitingThreads() const;
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2017-05-29 22:45:30 +00:00
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2018-12-06 15:18:39 +00:00
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/// Sets a callback which is called when the object becomes available
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void SetHLENotifier(std::function<void()> callback);
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2017-05-29 22:45:30 +00:00
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private:
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/// Threads waiting for this object to become available
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2019-03-23 20:04:19 +00:00
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std::vector<std::shared_ptr<Thread>> waiting_threads;
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2018-12-06 15:18:39 +00:00
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/// Function to call when this object becomes available
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std::function<void()> hle_notifier;
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2017-05-29 22:45:30 +00:00
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};
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// Specialization of DynamicObjectCast for WaitObjects
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template <>
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2019-03-23 20:04:19 +00:00
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inline std::shared_ptr<WaitObject> DynamicObjectCast<WaitObject>(std::shared_ptr<Object> object) {
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2017-05-29 22:45:30 +00:00
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if (object != nullptr && object->IsWaitable()) {
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2019-03-23 20:04:19 +00:00
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return std::static_pointer_cast<WaitObject>(object);
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2017-05-29 22:45:30 +00:00
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}
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return nullptr;
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}
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} // namespace Kernel
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