// 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 "common/common_types.h" #include "core/core.h" #include "core/mem_map.h" #include "core/hle/kernel/kernel.h" #include "core/hle/result.h" enum ThreadPriority { THREADPRIO_HIGHEST = 0, ///< Highest thread priority THREADPRIO_DEFAULT = 16, ///< Default thread priority for userland apps THREADPRIO_LOW = 31, ///< Low range of thread priority for userland apps THREADPRIO_LOWEST = 63, ///< Thread priority max checked by svcCreateThread }; enum ThreadProcessorId { THREADPROCESSORID_0 = 0xFFFFFFFE, ///< Enables core appcode THREADPROCESSORID_1 = 0xFFFFFFFD, ///< Enables core syscore THREADPROCESSORID_ALL = 0xFFFFFFFC, ///< Enables both cores }; enum ThreadStatus { THREADSTATUS_RUNNING = 1, THREADSTATUS_READY = 2, THREADSTATUS_WAIT = 4, THREADSTATUS_SUSPEND = 8, THREADSTATUS_DORMANT = 16, THREADSTATUS_DEAD = 32, THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND }; enum WaitType { WAITTYPE_NONE, WAITTYPE_SLEEP, WAITTYPE_SEMA, WAITTYPE_EVENT, WAITTYPE_THREADEND, WAITTYPE_MUTEX, WAITTYPE_SYNCH, WAITTYPE_ARB, WAITTYPE_TIMER, }; namespace Kernel { class Thread : public Kernel::Object { public: static ResultVal> Create(std::string name, VAddr entry_point, s32 priority, u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size); 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; } 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; } inline bool IsIdle() const { return idle; } ResultVal WaitSynchronization() override; s32 GetPriority() const { return current_priority; } void SetPriority(s32 priority); u32 GetThreadId() const { return thread_id; } void Stop(const char* reason); /// Resumes a thread from waiting by marking it as "ready". void ResumeFromWait(); Core::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; Object* wait_object; VAddr wait_address; std::vector> waiting_threads; std::string name; /// Whether this thread is intended to never actually be executed, i.e. always idle bool idle = false; private: Thread() = default; }; /// Sets up the primary application thread SharedPtr SetupMainThread(s32 priority, u32 stack_size); /// Reschedules to the next available thread (call after current thread is suspended) void Reschedule(); /// Arbitrate the highest priority thread that is waiting Thread* ArbitrateHighestPriorityThread(Object* arbiter, u32 address); /// Arbitrate all threads currently waiting... void ArbitrateAllThreads(Object* arbiter, u32 address); /// Gets the current thread Thread* GetCurrentThread(); /** * Puts the current thread in the wait state for the given type * @param wait_type Type of wait * @param wait_object Kernel object that we are waiting on, defaults to current thread */ void WaitCurrentThread(WaitType wait_type, Object* wait_object = GetCurrentThread()); /** * Schedules an event to wake up the specified thread after the specified delay. * @param handle The thread handle. * @param nanoseconds The time this thread will be allowed to sleep for. */ void WakeThreadAfterDelay(Thread* thread, s64 nanoseconds); /** * Puts the current thread in the wait state for the given type * @param wait_type Type of wait * @param wait_object Kernel object that we are waiting on * @param wait_address Arbitration address used to resume from wait */ void WaitCurrentThread(WaitType wait_type, Object* wait_object, VAddr wait_address); /** * Sets up the idle thread, this is a thread that is intended to never execute instructions, * only to advance the timing. It is scheduled when there are no other ready threads in the thread queue * and will try to yield on every call. * @returns The handle of the idle thread */ Handle SetupIdleThread(); /// Initialize threading void ThreadingInit(); /// Shutdown threading void ThreadingShutdown(); } // namespace