// Copyright 2014 Citra Emulator Project / PPSSPP Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include #include #include #include "common/common.h" #include "common/thread_queue_list.h" #include "core/core.h" #include "core/mem_map.h" #include "core/hle/hle.h" #include "core/hle/svc.h" #include "core/hle/kernel/kernel.h" #include "core/hle/kernel/thread.h" namespace Kernel { class Thread : public Kernel::Object { public: const char* GetName() { return name; } const char* GetTypeName() { return "Thread"; } static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; } Kernel::HandleType GetHandleType() const { 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; } /** * Synchronize kernel object * @param wait Boolean wait set if current thread should wait as a result of sync operation * @return Result of operation, 0 on success, otherwise error code */ Result SyncRequest(bool* wait) { // TODO(bunnei): ImplementMe return 0; } /** * Wait for kernel object to synchronize * @param wait Boolean wait set if current thread should wait as a result of sync operation * @return Result of operation, 0 on success, otherwise error code */ Result WaitSynchronization(bool* wait) { // TODO(bunnei): ImplementMe return 0; } ThreadContext context; u32 status; u32 entry_point; u32 stack_top; u32 stack_size; s32 initial_priority; s32 current_priority; s32 processor_id; WaitType wait_type; char name[Kernel::MAX_NAME_LENGTH + 1]; }; // Lists all thread ids that aren't deleted/etc. std::vector g_thread_queue; // Lists only ready thread ids. Common::ThreadQueueList g_thread_ready_queue; Handle g_current_thread_handle; Thread* g_current_thread; /// Gets the current thread inline Thread* GetCurrentThread() { return g_current_thread; } /// Gets the current thread handle Handle GetCurrentThreadHandle() { return GetCurrentThread()->GetHandle(); } /// Sets the current thread inline void SetCurrentThread(Thread* t) { g_current_thread = t; g_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->entry_point; t->context.sp = t->stack_top; t->context.cpsr = 0x1F; // Usermode if (t->current_priority < lowest_priority) { t->current_priority = t->initial_priority; } t->wait_type = WAITTYPE_NONE; } /// Change a thread to "ready" state void ChangeReadyState(Thread* t, bool ready) { Handle handle = t->GetHandle(); if (t->IsReady()) { if (!ready) { g_thread_ready_queue.remove(t->current_priority, handle); } } else if (ready) { if (t->IsRunning()) { g_thread_ready_queue.push_front(t->current_priority, handle); } else { g_thread_ready_queue.push_back(t->current_priority, handle); } t->status = THREADSTATUS_READY; } } /// 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) { printf("ERROR: Waittype none not allowed here\n"); } } } /// 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(NULL); } } /// Gets the next thread that is ready to be run by priority Thread* NextThread() { Handle next; Thread* cur = GetCurrentThread(); if (cur && cur->IsRunning()) { next = g_thread_ready_queue.pop_first_better(cur->current_priority); } else { next = g_thread_ready_queue.pop_first(); } if (next == 0) { return NULL; } return Kernel::g_object_pool.GetFast(next); } /// Puts the current thread in the wait state for the given type void WaitCurrentThread(WaitType wait_type) { Thread* t = GetCurrentThread(); t->wait_type = wait_type; ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND))); } /// Resumes a thread from waiting by marking it as "ready" void ResumeThreadFromWait(Handle handle) { u32 error; Thread* t = Kernel::g_object_pool.Get(handle, error); if (t) { t->status &= ~THREADSTATUS_WAIT; if (!(t->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) { ChangeReadyState(t, true); } } } /// 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), "CreateThread priority=%d, outside of allowable range!", priority) Thread* t = new Thread; handle = Kernel::g_object_pool.Create(t); g_thread_queue.push_back(handle); g_thread_ready_queue.prepare(priority); t->status = THREADSTATUS_DORMANT; t->entry_point = entry_point; t->stack_top = stack_top; t->stack_size = stack_size; t->initial_priority = t->current_priority = priority; t->processor_id = processor_id; t->wait_type = WAITTYPE_NONE; strncpy(t->name, name, Kernel::MAX_NAME_LENGTH); t->name[Kernel::MAX_NAME_LENGTH] = '\0'; return t; } /// 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 == NULL) { ERROR_LOG(KERNEL, "CreateThread(): NULL name"); return -1; } if ((u32)stack_size < 0x200) { ERROR_LOG(KERNEL, "CreateThread(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); WARN_LOG(KERNEL, "CreateThread(name=%s): invalid priority=0x%08X, clamping to %08X", 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)) { ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid entry %08x", name, entry_point); return -1; } Handle handle; Thread* t = CreateThread(handle, name, entry_point, priority, processor_id, stack_top, stack_size); ResetThread(t, arg, 0); HLE::EatCycles(32000); // This won't schedule to the new thread, but it may to one woken from eating cycles. // Technically, this should not eat all at once, and reschedule in the middle, but that's hard. HLE::ReSchedule("thread created"); CallThread(t); return handle; } /// Sets up the primary application thread Handle SetupMainThread(s32 priority, int stack_size) { Handle handle; // Initialize new "main" thread Thread* t = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority, THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size); ResetThread(t, 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(t); t->status = THREADSTATUS_RUNNING; LoadContext(t->context); return handle; } /// Reschedules to the next available thread (call after current thread is suspended) void Reschedule() { Thread* prev = GetCurrentThread(); Thread* next = NextThread(); if (next > 0) { SwitchContext(next); // Hack - automatically change previous thread (which would have been in "wait" state) to // "ready" state, so that we can immediately resume to it when new thread yields. FixMe to // actually wait for whatever event it is supposed to be waiting on. ChangeReadyState(prev, true); } } //////////////////////////////////////////////////////////////////////////////////////////////////// void ThreadingInit() { } void ThreadingShutdown() { } } // namespace