kernel: Use Scheduler class for threading.
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c78d495161
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@ -133,7 +133,7 @@ void System::Reschedule() {
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}
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reschedule_pending = false;
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Kernel::Reschedule();
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Core::System::GetInstance().Scheduler().Reschedule();
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}
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System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
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@ -154,6 +154,7 @@ System::ResultStatus System::Init(EmuWindow* emu_window, u32 system_mode) {
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break;
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}
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scheduler = std::make_unique<Kernel::Scheduler>(cpu_core);
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gpu_core = std::make_unique<Tegra::GPU>();
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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@ -7,6 +7,7 @@
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#include <memory>
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#include <string>
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#include "common/common_types.h"
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#include "core/hle/kernel/scheduler.h"
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#include "core/loader/loader.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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@ -107,6 +108,10 @@ public:
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return *gpu_core;
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}
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Kernel::Scheduler& Scheduler() {
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return *scheduler;
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}
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PerfStats perf_stats;
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FrameLimiter frame_limiter;
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@ -141,6 +146,7 @@ private:
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std::unique_ptr<Loader::AppLoader> app_loader;
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std::shared_ptr<ARM_Interface> cpu_core;
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std::unique_ptr<Kernel::Scheduler> scheduler;
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std::unique_ptr<Tegra::GPU> gpu_core;
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/// When true, signals that a reschedule should happen
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@ -483,7 +483,7 @@ static void ExitProcess() {
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g_current_process->status = ProcessStatus::Exited;
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// Stop all the process threads that are currently waiting for objects.
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auto& thread_list = GetThreadList();
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auto& thread_list = Core::System::GetInstance().Scheduler().GetThreadList();
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for (auto& thread : thread_list) {
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if (thread->owner_process != g_current_process)
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continue;
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@ -585,7 +585,7 @@ static void SleepThread(s64 nanoseconds) {
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// Don't attempt to yield execution if there are no available threads to run,
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// this way we avoid a useless reschedule to the idle thread.
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if (nanoseconds == 0 && !HaveReadyThreads())
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if (nanoseconds == 0 && !Core::System::GetInstance().Scheduler().HaveReadyThreads())
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return;
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// Sleep current thread and check for next thread to schedule
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@ -41,14 +41,6 @@ void Thread::Acquire(Thread* thread) {
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// us to simply use a pool index or similar.
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static Kernel::HandleTable wakeup_callback_handle_table;
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// Lists all thread ids that aren't deleted/etc.
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static std::vector<SharedPtr<Thread>> thread_list;
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// Lists only ready thread ids.
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static Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
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static SharedPtr<Thread> current_thread;
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// The first available thread id at startup
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static u32 next_thread_id;
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@ -63,10 +55,6 @@ inline static u32 const NewThreadId() {
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Thread::Thread() {}
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Thread::~Thread() {}
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Thread* GetCurrentThread() {
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return current_thread.get();
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}
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/**
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* Check if the specified thread is waiting on the specified address to be arbitrated
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* @param thread The thread to test
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@ -86,7 +74,7 @@ void Thread::Stop() {
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// Clean up thread from ready queue
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// This is only needed when the thread is termintated forcefully (SVC TerminateProcess)
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if (status == THREADSTATUS_READY) {
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ready_queue.remove(current_priority, this);
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Core::System::GetInstance().Scheduler().UnscheduleThread(this, current_priority);
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}
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status = THREADSTATUS_DEAD;
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@ -109,78 +97,6 @@ void Thread::Stop() {
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Kernel::g_current_process->tls_slots[tls_page].reset(tls_slot);
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}
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/**
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* Switches the CPU's active thread context to that of the specified thread
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* @param new_thread The thread to switch to
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*/
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static void 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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previous_thread->last_running_ticks = CoreTiming::GetTicks();
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Core::CPU().SaveContext(previous_thread->context);
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if (previous_thread->status == 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->current_priority, previous_thread);
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previous_thread->status = 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->status == 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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CoreTiming::UnscheduleEvent(ThreadWakeupEventType, new_thread->callback_handle);
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auto previous_process = Kernel::g_current_process;
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current_thread = new_thread;
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ready_queue.remove(new_thread->current_priority, new_thread);
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new_thread->status = THREADSTATUS_RUNNING;
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if (previous_process != current_thread->owner_process) {
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Kernel::g_current_process = current_thread->owner_process;
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SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table);
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}
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Core::CPU().LoadContext(new_thread->context);
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Core::CPU().SetTlsAddress(new_thread->GetTLSAddress());
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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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/**
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* Pops and returns the next thread from the thread queue
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* @return A pointer to the next ready thread
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*/
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static Thread* PopNextReadyThread() {
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Thread* next;
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Thread* thread = GetCurrentThread();
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if (thread && thread->status == 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->current_priority);
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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 WaitCurrentThread_Sleep() {
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Thread* thread = GetCurrentThread();
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thread->status = THREADSTATUS_WAIT_SLEEP;
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@ -195,8 +111,7 @@ void WaitCurrentThread_ArbitrateAddress(VAddr wait_address) {
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void ExitCurrentThread() {
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Thread* thread = GetCurrentThread();
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thread->Stop();
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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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Core::System::GetInstance().Scheduler().RemoveThread(thread);
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}
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/**
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@ -274,31 +189,11 @@ void Thread::ResumeFromWait() {
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wakeup_callback = nullptr;
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ready_queue.push_back(current_priority, this);
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status = THREADSTATUS_READY;
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Core::System::GetInstance().Scheduler().ScheduleThread(this, current_priority);
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Core::System::GetInstance().PrepareReschedule();
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}
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/**
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* Prints the thread queue for debugging purposes
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*/
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static void DebugThreadQueue() {
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Thread* thread = GetCurrentThread();
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if (!thread) {
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LOG_DEBUG(Kernel, "Current: NO CURRENT THREAD");
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} else {
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LOG_DEBUG(Kernel, "0x%02X %u (current)", thread->current_priority,
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GetCurrentThread()->GetObjectId());
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}
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for (auto& t : thread_list) {
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u32 priority = ready_queue.contains(t.get());
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if (priority != -1) {
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LOG_DEBUG(Kernel, "0x%02X %u", priority, t->GetObjectId());
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}
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}
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}
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/**
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* Finds a free location for the TLS section of a thread.
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* @param tls_slots The TLS page array of the thread's owner process.
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@ -366,8 +261,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
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SharedPtr<Thread> thread(new Thread);
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thread_list.push_back(thread);
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ready_queue.prepare(priority);
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Core::System::GetInstance().Scheduler().AddThread(thread, priority);
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thread->thread_id = NewThreadId();
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thread->status = THREADSTATUS_DORMANT;
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@ -438,12 +332,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
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void Thread::SetPriority(u32 priority) {
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ASSERT_MSG(priority <= THREADPRIO_LOWEST && priority >= THREADPRIO_HIGHEST,
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"Invalid priority value.");
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// If thread was ready, adjust queues
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if (status == THREADSTATUS_READY)
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ready_queue.move(this, current_priority, priority);
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else
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ready_queue.prepare(priority);
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Core::System::GetInstance().Scheduler().SetThreadPriority(this, priority);
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nominal_priority = current_priority = priority;
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}
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@ -457,11 +346,7 @@ void Thread::UpdatePriority() {
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}
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void Thread::BoostPriority(u32 priority) {
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// If thread was ready, adjust queues
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if (status == THREADSTATUS_READY)
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ready_queue.move(this, current_priority, priority);
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else
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ready_queue.prepare(priority);
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Core::System::GetInstance().Scheduler().SetThreadPriority(this, priority);
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current_priority = priority;
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}
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@ -487,25 +372,6 @@ SharedPtr<Thread> SetupMainThread(VAddr entry_point, u32 priority,
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return thread;
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}
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bool HaveReadyThreads() {
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return ready_queue.get_first() != nullptr;
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}
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void Reschedule() {
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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 %u -> %u", cur->GetObjectId(), next->GetObjectId());
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} else if (cur) {
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LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
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} else if (next) {
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LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
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}
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SwitchContext(next);
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}
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void Thread::SetWaitSynchronizationResult(ResultCode result) {
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context.cpu_registers[0] = result.raw;
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}
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@ -528,25 +394,18 @@ VAddr Thread::GetCommandBufferAddress() const {
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Gets the current thread
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*/
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Thread* GetCurrentThread() {
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return Core::System::GetInstance().Scheduler().GetCurrentThread();
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}
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void ThreadingInit() {
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ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
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current_thread = nullptr;
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next_thread_id = 1;
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}
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void ThreadingShutdown() {
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current_thread = nullptr;
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for (auto& t : thread_list) {
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t->Stop();
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}
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thread_list.clear();
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ready_queue.clear();
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}
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const std::vector<SharedPtr<Thread>>& GetThreadList() {
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return thread_list;
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}
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void ThreadingShutdown() {}
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} // namespace Kernel
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@ -249,16 +249,6 @@ private:
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SharedPtr<Thread> SetupMainThread(VAddr entry_point, u32 priority,
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SharedPtr<Process> owner_process);
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/**
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* Returns whether there are any threads that are ready to run.
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*/
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bool HaveReadyThreads();
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/**
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* Reschedules to the next available thread (call after current thread is suspended)
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*/
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void Reschedule();
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/**
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* Gets the current thread
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*/
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@ -290,9 +280,4 @@ void ThreadingInit();
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*/
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void ThreadingShutdown();
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/**
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* Get a const reference to the thread list for debug use
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*/
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const std::vector<SharedPtr<Thread>>& GetThreadList();
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} // namespace Kernel
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@ -5,6 +5,7 @@
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#include "yuzu/debugger/wait_tree.h"
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#include "yuzu/util/util.h"
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#include "core/core.h"
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#include "core/hle/kernel/condition_variable.h"
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#include "core/hle/kernel/event.h"
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#include "core/hle/kernel/mutex.h"
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@ -50,7 +51,7 @@ std::size_t WaitTreeItem::Row() const {
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}
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std::vector<std::unique_ptr<WaitTreeThread>> WaitTreeItem::MakeThreadItemList() {
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const auto& threads = Kernel::GetThreadList();
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const auto& threads = Core::System::GetInstance().Scheduler().GetThreadList();
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std::vector<std::unique_ptr<WaitTreeThread>> item_list;
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item_list.reserve(threads.size());
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for (std::size_t i = 0; i < threads.size(); ++i) {
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