// 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 }; namespace Kernel { class Thread final : public WaitObject { 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; } bool ShouldWait() override; void Acquire() override; s32 GetPriority() const { return current_priority; } void SetPriority(s32 priority); u32 GetThreadId() const { return thread_id; } void Stop(const char* reason); /** * Release an acquired wait object * @param wait_object WaitObject to release */ void ReleaseWaitObject(WaitObject* wait_object); /// Resumes a thread from waiting by marking it as "ready" void ResumeFromWait(); /** * 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); 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; 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; /// 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(u32 address); /// Arbitrate all threads currently waiting... 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_object Kernel object 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(SharedPtr wait_object, 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); /** * 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); /** * 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