// Copyright 2014 Citra Emulator Project / PPSSPP Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #include #include "common/common.h" #include "common/thread_queue_list.h" #include "core/core.h" #include "core/hle/hle.h" #include "core/hle/kernel/kernel.h" #include "core/hle/kernel/thread.h" #include "core/hle/kernel/mutex.h" #include "core/hle/result.h" #include "core/mem_map.h" namespace Kernel { class Thread : public Kernel::Object { public: std::string GetName() const override { return name; } std::string GetTypeName() const override { return "Thread"; } static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; } Kernel::HandleType GetHandleType() const override { return Kernel::HandleType::Thread; } 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; } ResultVal WaitSynchronization() override { const bool wait = status != THREADSTATUS_DORMANT; if (wait) { Handle thread = GetCurrentThreadHandle(); if (std::find(waiting_threads.begin(), waiting_threads.end(), thread) == waiting_threads.end()) { waiting_threads.push_back(thread); } WaitCurrentThread(WAITTYPE_THREADEND, this->GetHandle()); } return MakeResult(wait); } 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; WaitType wait_type; Handle wait_handle; VAddr wait_address; std::vector waiting_threads; std::string name; }; // Lists all thread ids that aren't deleted/etc. static std::vector thread_queue; // Lists only ready thread ids. static Common::ThreadQueueList thread_ready_queue; static Handle current_thread_handle; static Thread* current_thread; static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup static u32 next_thread_id; ///< The next available thread id /// Gets the current thread inline Thread* GetCurrentThread() { return current_thread; } /// Gets the current thread handle Handle GetCurrentThreadHandle() { return GetCurrentThread()->GetHandle(); } /// Sets the current thread inline void SetCurrentThread(Thread* t) { current_thread = t; current_thread_handle = t->GetHandle(); } /// Saves the current CPU context void SaveContext(ThreadContext& ctx) { Core::g_app_core->SaveContext(ctx); } /// Loads a CPU context void LoadContext(ThreadContext& ctx) { Core::g_app_core->LoadContext(ctx); } /// Resets a thread void ResetThread(Thread* t, u32 arg, s32 lowest_priority) { memset(&t->context, 0, sizeof(ThreadContext)); t->context.cpu_registers[0] = arg; t->context.pc = t->context.reg_15 = t->entry_point; t->context.sp = t->stack_top; t->context.cpsr = 0x1F; // Usermode // TODO(bunnei): This instructs the CPU core to start the execution as if it is "resuming" a // thread. This is somewhat Sky-Eye specific, and should be re-architected in the future to be // agnostic of the CPU core. t->context.mode = 8; if (t->current_priority < lowest_priority) { t->current_priority = t->initial_priority; } t->wait_type = WAITTYPE_NONE; t->wait_handle = 0; t->wait_address = 0; } /// Change a thread to "ready" state void ChangeReadyState(Thread* t, bool ready) { Handle handle = t->GetHandle(); if (t->IsReady()) { if (!ready) { thread_ready_queue.remove(t->current_priority, handle); } } else if (ready) { if (t->IsRunning()) { thread_ready_queue.push_front(t->current_priority, handle); } else { thread_ready_queue.push_back(t->current_priority, handle); } t->status = THREADSTATUS_READY; } } /// Verify that a thread has not been released from waiting static bool VerifyWait(const Thread* thread, WaitType type, Handle wait_handle) { _dbg_assert_(Kernel, thread != nullptr); return (type == thread->wait_type) && (wait_handle == thread->wait_handle) && (thread->IsWaiting()); } /// Verify that a thread has not been released from waiting (with wait address) static bool VerifyWait(const Thread* thread, WaitType type, Handle wait_handle, VAddr wait_address) { _dbg_assert_(Kernel, thread != nullptr); return VerifyWait(thread, type, wait_handle) && (wait_address == thread->wait_address); } /// Stops the current thread ResultCode StopThread(Handle handle, const char* reason) { Thread* thread = g_object_pool.Get(handle); if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel); // Release all the mutexes that this thread holds ReleaseThreadMutexes(handle); ChangeReadyState(thread, false); thread->status = THREADSTATUS_DORMANT; for (Handle waiting_handle : thread->waiting_threads) { Thread* waiting_thread = g_object_pool.Get(waiting_handle); if (VerifyWait(waiting_thread, WAITTYPE_THREADEND, handle)) { ResumeThreadFromWait(waiting_handle); } } thread->waiting_threads.clear(); // Stopped threads are never waiting. thread->wait_type = WAITTYPE_NONE; thread->wait_handle = 0; thread->wait_address = 0; return RESULT_SUCCESS; } /// Changes a threads state void ChangeThreadState(Thread* t, ThreadStatus new_status) { if (!t || t->status == new_status) { return; } ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0); t->status = new_status; if (new_status == THREADSTATUS_WAIT) { if (t->wait_type == WAITTYPE_NONE) { LOG_ERROR(Kernel, "Waittype none not allowed"); } } } /// Arbitrate the highest priority thread that is waiting Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address) { Handle highest_priority_thread = 0; s32 priority = THREADPRIO_LOWEST; // Iterate through threads, find highest priority thread that is waiting to be arbitrated... for (Handle handle : thread_queue) { Thread* thread = g_object_pool.Get(handle); if (!VerifyWait(thread, WAITTYPE_ARB, arbiter, address)) continue; if (thread == nullptr) continue; // TODO(yuriks): Thread handle will hang around forever. Should clean up. if(thread->current_priority <= priority) { highest_priority_thread = handle; priority = thread->current_priority; } } // If a thread was arbitrated, resume it if (0 != highest_priority_thread) ResumeThreadFromWait(highest_priority_thread); return highest_priority_thread; } /// Arbitrate all threads currently waiting void ArbitrateAllThreads(u32 arbiter, u32 address) { // Iterate through threads, find highest priority thread that is waiting to be arbitrated... for (Handle handle : thread_queue) { Thread* thread = g_object_pool.Get(handle); if (VerifyWait(thread, WAITTYPE_ARB, arbiter, address)) ResumeThreadFromWait(handle); } } /// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields) void CallThread(Thread* t) { // Stop waiting if (t->wait_type != WAITTYPE_NONE) { t->wait_type = WAITTYPE_NONE; } ChangeThreadState(t, THREADSTATUS_READY); } /// Switches CPU context to that of the specified thread void SwitchContext(Thread* t) { Thread* cur = GetCurrentThread(); // Save context for current thread if (cur) { SaveContext(cur->context); if (cur->IsRunning()) { ChangeReadyState(cur, true); } } // Load context of new thread if (t) { SetCurrentThread(t); ChangeReadyState(t, false); t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY; t->wait_type = WAITTYPE_NONE; LoadContext(t->context); } else { SetCurrentThread(nullptr); } } /// Gets the next thread that is ready to be run by priority Thread* NextThread() { Handle next; Thread* cur = GetCurrentThread(); if (cur && cur->IsRunning()) { next = thread_ready_queue.pop_first_better(cur->current_priority); } else { next = thread_ready_queue.pop_first(); } if (next == 0) { return nullptr; } return Kernel::g_object_pool.Get(next); } void WaitCurrentThread(WaitType wait_type, Handle wait_handle) { Thread* thread = GetCurrentThread(); thread->wait_type = wait_type; thread->wait_handle = wait_handle; ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND))); } void WaitCurrentThread(WaitType wait_type, Handle wait_handle, VAddr wait_address) { WaitCurrentThread(wait_type, wait_handle); GetCurrentThread()->wait_address = wait_address; } /// Resumes a thread from waiting by marking it as "ready" void ResumeThreadFromWait(Handle handle) { Thread* thread = Kernel::g_object_pool.Get(handle); if (thread) { thread->status &= ~THREADSTATUS_WAIT; if (!(thread->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) { ChangeReadyState(thread, true); } } } /// Prints the thread queue for debugging purposes void DebugThreadQueue() { Thread* thread = GetCurrentThread(); if (!thread) { return; } LOG_DEBUG(Kernel, "0x%02X 0x%08X (current)", thread->current_priority, GetCurrentThreadHandle()); for (u32 i = 0; i < thread_queue.size(); i++) { Handle handle = thread_queue[i]; s32 priority = thread_ready_queue.contains(handle); if (priority != -1) { LOG_DEBUG(Kernel, "0x%02X 0x%08X", priority, handle); } } } /// Creates a new thread Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority, s32 processor_id, u32 stack_top, int stack_size) { _assert_msg_(KERNEL, (priority >= THREADPRIO_HIGHEST && priority <= THREADPRIO_LOWEST), "priority=%d, outside of allowable range!", priority) Thread* thread = new Thread; handle = Kernel::g_object_pool.Create(thread); thread_queue.push_back(handle); thread_ready_queue.prepare(priority); thread->thread_id = next_thread_id++; thread->status = THREADSTATUS_DORMANT; thread->entry_point = entry_point; thread->stack_top = stack_top; thread->stack_size = stack_size; thread->initial_priority = thread->current_priority = priority; thread->processor_id = processor_id; thread->wait_type = WAITTYPE_NONE; thread->wait_handle = 0; thread->wait_address = 0; thread->name = name; return thread; } /// Creates a new thread - wrapper for external user Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id, u32 stack_top, int stack_size) { if (name == nullptr) { LOG_ERROR(Kernel_SVC, "nullptr name"); return -1; } if ((u32)stack_size < 0x200) { LOG_ERROR(Kernel_SVC, "(name=%s): invalid stack_size=0x%08X", name, stack_size); return -1; } if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) { s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST); LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d", name, priority, new_priority); // TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm // validity of this priority = new_priority; } if (!Memory::GetPointer(entry_point)) { LOG_ERROR(Kernel_SVC, "(name=%s): invalid entry %08x", name, entry_point); return -1; } Handle handle; Thread* thread = CreateThread(handle, name, entry_point, priority, processor_id, stack_top, stack_size); ResetThread(thread, arg, 0); CallThread(thread); return handle; } /// Get the priority of the thread specified by handle ResultVal GetThreadPriority(const Handle handle) { Thread* thread = g_object_pool.Get(handle); if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel); return MakeResult(thread->current_priority); } /// Set the priority of the thread specified by handle ResultCode SetThreadPriority(Handle handle, s32 priority) { Thread* thread = nullptr; if (!handle) { thread = GetCurrentThread(); // TODO(bunnei): Is this correct behavior? } else { thread = g_object_pool.Get(handle); if (thread == nullptr) { return InvalidHandle(ErrorModule::Kernel); } } _assert_msg_(KERNEL, (thread != nullptr), "called, but thread is nullptr!"); // If priority is invalid, clamp to valid range if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) { s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST); LOG_WARNING(Kernel_SVC, "invalid priority=%d, clamping to %d", priority, new_priority); // TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm // validity of this priority = new_priority; } // Change thread priority s32 old = thread->current_priority; thread_ready_queue.remove(old, handle); thread->current_priority = priority; thread_ready_queue.prepare(thread->current_priority); // Change thread status to "ready" and push to ready queue if (thread->IsRunning()) { thread->status = (thread->status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY; } if (thread->IsReady()) { thread_ready_queue.push_back(thread->current_priority, handle); } return RESULT_SUCCESS; } /// Sets up the primary application thread Handle SetupMainThread(s32 priority, int stack_size) { Handle handle; // Initialize new "main" thread Thread* thread = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority, THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size); ResetThread(thread, 0, 0); // If running another thread already, set it to "ready" state Thread* cur = GetCurrentThread(); if (cur && cur->IsRunning()) { ChangeReadyState(cur, true); } // Run new "main" thread SetCurrentThread(thread); thread->status = THREADSTATUS_RUNNING; LoadContext(thread->context); return handle; } /// Reschedules to the next available thread (call after current thread is suspended) void Reschedule() { Thread* prev = GetCurrentThread(); Thread* next = NextThread(); HLE::g_reschedule = false; if (next > 0) { LOG_TRACE(Kernel, "context switch 0x%08X -> 0x%08X", prev->GetHandle(), next->GetHandle()); SwitchContext(next); // Hack - There is no mechanism yet to waken the primary thread if it has been put to sleep // by a simulated VBLANK thread switch. So, we'll just immediately set it to "ready" again. // This results in the current thread yielding on a VBLANK once, and then it will be // immediately placed back in the queue for execution. if (prev->wait_type == WAITTYPE_VBLANK) { ResumeThreadFromWait(prev->GetHandle()); } } } ResultCode GetThreadId(u32* thread_id, Handle handle) { Thread* thread = g_object_pool.Get(handle); if (thread == nullptr) return ResultCode(ErrorDescription::InvalidHandle, ErrorModule::OS, ErrorSummary::WrongArgument, ErrorLevel::Permanent); *thread_id = thread->thread_id; return RESULT_SUCCESS; } //////////////////////////////////////////////////////////////////////////////////////////////////// void ThreadingInit() { next_thread_id = INITIAL_THREAD_ID; } void ThreadingShutdown() { } } // namespace