// Copyright 2014 Citra Emulator Project / PPSSPP Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include "common/common_types.h" #include "core/core.h" #include "core/hle/hle.h" #include "core/hle/kernel/kernel.h" #include "core/hle/result.h" enum ThreadPriority : s32{ THREADPRIO_HIGHEST = 0, ///< Highest thread priority THREADPRIO_USERLAND_MAX = 24, ///< Highest thread priority for userland apps THREADPRIO_DEFAULT = 48, ///< Default thread priority for userland apps THREADPRIO_LOWEST = 63, ///< Lowest thread priority }; enum ThreadProcessorId : s32 { THREADPROCESSORID_DEFAULT = -2, ///< Run thread on default core specified by exheader THREADPROCESSORID_ALL = -1, ///< Run thread on either core THREADPROCESSORID_0 = 0, ///< Run thread on core 0 (AppCore) THREADPROCESSORID_1 = 1, ///< Run thread on core 1 (SysCore) THREADPROCESSORID_MAX = 2, ///< Processor ID must be less than this }; enum ThreadStatus { THREADSTATUS_RUNNING, ///< Currently running THREADSTATUS_READY, ///< Ready to run THREADSTATUS_WAIT_ARB, ///< Waiting on an address arbiter THREADSTATUS_WAIT_SLEEP, ///< Waiting due to a SleepThread SVC THREADSTATUS_WAIT_SYNCH, ///< Waiting due to a WaitSynchronization SVC THREADSTATUS_DORMANT, ///< Created but not yet made ready THREADSTATUS_DEAD ///< Run to completion, or forcefully terminated }; namespace Kernel { class Mutex; class Process; class Thread final : public WaitObject { public: /** * Creates and returns a new thread. The new thread is immediately scheduled * @param name The friendly name desired for the thread * @param entry_point The address at which the thread should start execution * @param priority The thread's priority * @param arg User data to pass to the thread * @param processor_id The ID(s) of the processors on which the thread is desired to be run * @param stack_top The address of the thread's stack top * @param stack_size The size of the thread's stack * @return A shared pointer to the newly created thread */ static ResultVal> Create(std::string name, VAddr entry_point, s32 priority, u32 arg, s32 processor_id, VAddr stack_top); std::string GetName() const override { return name; } std::string GetTypeName() const override { return "Thread"; } static const HandleType HANDLE_TYPE = HandleType::Thread; HandleType GetHandleType() const override { return HANDLE_TYPE; } bool ShouldWait() override; void Acquire() override; /** * Gets the thread's current priority * @return The current thread's priority */ s32 GetPriority() const { return current_priority; } /** * Sets the thread's current priority * @param priority The new priority */ void SetPriority(s32 priority); /** * Temporarily boosts the thread's priority until the next time it is scheduled * @param priority The new priority */ void BoostPriority(s32 priority); /** * Gets the thread's thread ID * @return The thread's ID */ u32 GetThreadId() const { return thread_id; } /** * Resumes a thread from waiting */ void ResumeFromWait(); /** * Schedules an event to wake up the specified thread after the specified delay * @param nanoseconds The time this thread will be allowed to sleep for */ void WakeAfterDelay(s64 nanoseconds); /** * Sets the result after the thread awakens (from either WaitSynchronization SVC) * @param result Value to set to the returned result */ void SetWaitSynchronizationResult(ResultCode result); /** * Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only) * @param output Value to set to the output parameter */ void SetWaitSynchronizationOutput(s32 output); /** * Stops a thread, invalidating it from further use */ void Stop(); /* * Returns the Thread Local Storage address of the current thread * @returns VAddr of the thread's TLS */ VAddr GetTLSAddress() const; Core::ThreadContext context; u32 thread_id; u32 status; u32 entry_point; u32 stack_top; s32 nominal_priority; ///< Nominal thread priority, as set by the emulated application s32 current_priority; ///< Current thread priority, can be temporarily changed u64 last_running_ticks; ///< CPU tick when thread was last running s32 processor_id; s32 tls_index; ///< Index of the Thread Local Storage of the thread bool waitsynch_waited; ///< Set to true if the last svcWaitSynch call caused the thread to wait /// Mutexes currently held by this thread, which will be released when it exits. boost::container::flat_set> held_mutexes; SharedPtr owner_process; ///< Process that owns this thread std::vector> wait_objects; ///< Objects that the thread is waiting on VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address bool wait_all; ///< True if the thread is waiting on all objects before resuming bool wait_set_output; ///< True if the output parameter should be set on thread wakeup std::string name; /// Handle used as userdata to reference this object when inserting into the CoreTiming queue. Handle callback_handle; private: Thread(); ~Thread() override; }; /** * Sets up the primary application thread * @param entry_point The address at which the thread should start execution * @param priority The priority to give the main thread * @return A shared pointer to the main thread */ SharedPtr SetupMainThread(u32 entry_point, s32 priority); /** * Reschedules to the next available thread (call after current thread is suspended) */ void Reschedule(); /** * Arbitrate the highest priority thread that is waiting * @param address The address for which waiting threads should be arbitrated */ Thread* ArbitrateHighestPriorityThread(u32 address); /** * Arbitrate all threads currently waiting. * @param address The address for which waiting threads should be arbitrated */ void ArbitrateAllThreads(u32 address); /** * Gets the current thread */ Thread* GetCurrentThread(); /** * Waits the current thread on a sleep */ void WaitCurrentThread_Sleep(); /** * Waits the current thread from a WaitSynchronization call * @param wait_objects Kernel objects that we are waiting on * @param wait_set_output If true, set the output parameter on thread wakeup (for WaitSynchronizationN only) * @param wait_all If true, wait on all objects before resuming (for WaitSynchronizationN only) */ void WaitCurrentThread_WaitSynchronization(std::vector> wait_objects, bool wait_set_output, bool wait_all); /** * Waits the current thread from an ArbitrateAddress call * @param wait_address Arbitration address used to resume from wait */ void WaitCurrentThread_ArbitrateAddress(VAddr wait_address); /** * Initialize threading */ void ThreadingInit(); /** * Shutdown threading */ void ThreadingShutdown(); } // namespace