mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-16 18:50:04 +00:00
5c0408596f
There's no real need to use a shared pointer in these cases, and only makes object management more fragile in terms of how easy it would be to introduce cycles. Instead, just do the simple thing of using a regular pointer. Much of this is just a hold-over from citra anyways. It also doesn't make sense from a behavioral point of view for a process' thread to prolong the lifetime of the process itself (the process is supposed to own the thread, not the other way around).
161 lines
5.1 KiB
C++
161 lines
5.1 KiB
C++
// Copyright 2018 yuzu emulator team
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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 <utility>
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#include "common/assert.h"
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#include "common/logging/log.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/hle/kernel/kernel.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/scheduler.h"
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namespace Kernel {
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std::mutex Scheduler::scheduler_mutex;
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Scheduler::Scheduler(Core::ARM_Interface& cpu_core) : cpu_core(cpu_core) {}
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Scheduler::~Scheduler() {
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for (auto& thread : thread_list) {
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thread->Stop();
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}
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}
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bool Scheduler::HaveReadyThreads() const {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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return ready_queue.get_first() != nullptr;
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}
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Thread* Scheduler::GetCurrentThread() const {
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return current_thread.get();
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}
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Thread* Scheduler::PopNextReadyThread() {
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Thread* next = nullptr;
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Thread* thread = GetCurrentThread();
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if (thread && thread->GetStatus() == 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->GetPriority());
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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 Scheduler::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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cpu_core.SaveContext(previous_thread->GetContext());
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// Save the TPIDR_EL0 system register in case it was modified.
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previous_thread->SetTPIDR_EL0(cpu_core.GetTPIDR_EL0());
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if (previous_thread->GetStatus() == 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->GetPriority(), previous_thread);
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previous_thread->SetStatus(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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ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready,
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"Thread must be ready to become running.");
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// Cancel any outstanding wakeup events for this thread
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new_thread->CancelWakeupTimer();
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auto* const previous_process = Core::CurrentProcess();
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current_thread = new_thread;
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ready_queue.remove(new_thread->GetPriority(), new_thread);
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new_thread->SetStatus(ThreadStatus::Running);
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auto* const thread_owner_process = current_thread->GetOwnerProcess();
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if (previous_process != thread_owner_process) {
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Core::System::GetInstance().Kernel().MakeCurrentProcess(thread_owner_process);
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SetCurrentPageTable(&Core::CurrentProcess()->VMManager().page_table);
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}
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cpu_core.LoadContext(new_thread->GetContext());
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cpu_core.SetTlsAddress(new_thread->GetTLSAddress());
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cpu_core.SetTPIDR_EL0(new_thread->GetTPIDR_EL0());
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cpu_core.ClearExclusiveState();
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} else {
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current_thread = nullptr;
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// Note: We do not reset the current process and current page table when idling because
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// technically we haven't changed processes, our threads are just paused.
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}
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}
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void Scheduler::Reschedule() {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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Thread* cur = GetCurrentThread();
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Thread* next = PopNextReadyThread();
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if (cur && next) {
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LOG_TRACE(Kernel, "context switch {} -> {}", cur->GetObjectId(), next->GetObjectId());
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} else if (cur) {
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LOG_TRACE(Kernel, "context switch {} -> idle", cur->GetObjectId());
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} else if (next) {
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LOG_TRACE(Kernel, "context switch idle -> {}", next->GetObjectId());
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}
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SwitchContext(next);
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}
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void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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thread_list.push_back(std::move(thread));
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ready_queue.prepare(priority);
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}
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void Scheduler::RemoveThread(Thread* thread) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
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thread_list.end());
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}
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void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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ASSERT(thread->GetStatus() == ThreadStatus::Ready);
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ready_queue.push_back(priority, thread);
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}
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void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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ASSERT(thread->GetStatus() == ThreadStatus::Ready);
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ready_queue.remove(priority, thread);
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}
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void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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// If thread was ready, adjust queues
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if (thread->GetStatus() == ThreadStatus::Ready)
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ready_queue.move(thread, thread->GetPriority(), priority);
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else
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ready_queue.prepare(priority);
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}
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} // namespace Kernel
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