Ryujinx-uplift/Ryujinx.HLE/HOS/Kernel/KRecursiveLock.cs
Alex Barney 9cb57fb4bb Adjust naming conventions for Ryujinx and ChocolArm64 projects (#484)
* Change naming convention for Ryujinx project

* Change naming convention for ChocolArm64 project

* Fix NaN

* Remove unneeded this. from Ryujinx project

* Adjust naming from new PRs

* Name changes based on feedback

* How did this get removed?

* Rebasing fix

* Change FP enum case

* Remove prefix from ChocolArm64 classes - Part 1

* Remove prefix from ChocolArm64 classes - Part 2

* Fix alignment from last commit's renaming

* Rename namespaces

* Rename stragglers

* Fix alignment

* Rename OpCode class

* Missed a few

* Adjust alignment
2018-10-30 22:43:02 -03:00

93 lines
2.7 KiB
C#

using ChocolArm64;
using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel
{
class KRecursiveLock
{
private Horizon System;
public object LockObj { get; private set; }
private int RecursionCount;
public KRecursiveLock(Horizon System)
{
this.System = System;
LockObj = new object();
}
public void Lock()
{
Monitor.Enter(LockObj);
RecursionCount++;
}
public void Unlock()
{
if (RecursionCount == 0)
{
return;
}
bool DoContextSwitch = false;
if (--RecursionCount == 0)
{
if (System.Scheduler.ThreadReselectionRequested)
{
System.Scheduler.SelectThreads();
}
Monitor.Exit(LockObj);
if (System.Scheduler.MultiCoreScheduling)
{
lock (System.Scheduler.CoreContexts)
{
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
{
KCoreContext CoreContext = System.Scheduler.CoreContexts[Core];
if (CoreContext.ContextSwitchNeeded)
{
CpuThread CurrentHleThread = CoreContext.CurrentThread?.Context;
if (CurrentHleThread == null)
{
//Nothing is running, we can perform the context switch immediately.
CoreContext.ContextSwitch();
}
else if (CurrentHleThread.IsCurrentThread())
{
//Thread running on the current core, context switch will block.
DoContextSwitch = true;
}
else
{
//Thread running on another core, request a interrupt.
CurrentHleThread.RequestInterrupt();
}
}
}
}
}
else
{
DoContextSwitch = true;
}
}
else
{
Monitor.Exit(LockObj);
}
if (DoContextSwitch)
{
System.Scheduler.ContextSwitch();
}
}
}
}