mirror of
https://github.com/yuzu-emu/yuzu.git
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340 lines
9.6 KiB
C++
340 lines
9.6 KiB
C++
// Copyright 2014 Citra Emulator Project / PPSSPP Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <stdio.h>
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#include <list>
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#include <vector>
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#include <map>
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#include <string>
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#include "common/common.h"
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#include "common/thread_queue_list.h"
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#include "core/core.h"
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#include "core/mem_map.h"
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#include "core/hle/hle.h"
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#include "core/hle/svc.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/thread.h"
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namespace Kernel {
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enum ThreadStatus {
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THREADSTATUS_RUNNING = 1,
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THREADSTATUS_READY = 2,
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THREADSTATUS_WAIT = 4,
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THREADSTATUS_SUSPEND = 8,
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THREADSTATUS_DORMANT = 16,
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THREADSTATUS_DEAD = 32,
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THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
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};
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enum WaitType {
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WAITTYPE_NONE,
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WAITTYPE_SLEEP,
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WAITTYPE_SEMA,
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WAITTYPE_EVENTFLAG,
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WAITTYPE_THREADEND,
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WAITTYPE_VBLANK,
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WAITTYPE_MUTEX,
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WAITTYPE_SYNCH,
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};
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class Thread : public Kernel::Object {
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public:
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const char* GetName() { return name; }
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const char* GetTypeName() { return "Thread"; }
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static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; }
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Kernel::HandleType GetHandleType() const { return Kernel::HandleType::Thread; }
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inline bool IsRunning() const { return (status & THREADSTATUS_RUNNING) != 0; }
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inline bool IsStopped() const { return (status & THREADSTATUS_DORMANT) != 0; }
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inline bool IsReady() const { return (status & THREADSTATUS_READY) != 0; }
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inline bool IsWaiting() const { return (status & THREADSTATUS_WAIT) != 0; }
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inline bool IsSuspended() const { return (status & THREADSTATUS_SUSPEND) != 0; }
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ThreadContext context;
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u32 status;
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u32 entry_point;
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u32 stack_top;
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u32 stack_size;
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s32 initial_priority;
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s32 current_priority;
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s32 processor_id;
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WaitType wait_type;
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char name[Kernel::MAX_NAME_LENGTH + 1];
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};
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// Lists all thread ids that aren't deleted/etc.
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std::vector<Handle> g_thread_queue;
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// Lists only ready thread ids.
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Common::ThreadQueueList<Handle> g_thread_ready_queue;
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Handle g_current_thread_handle;
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Thread* g_current_thread;
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/// Gets the current thread
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inline Thread* __GetCurrentThread() {
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return g_current_thread;
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}
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/// Sets the current thread
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inline void __SetCurrentThread(Thread* t) {
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g_current_thread = t;
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g_current_thread_handle = t->GetHandle();
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}
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/// Saves the current CPU context
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void __SaveContext(ThreadContext& ctx) {
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Core::g_app_core->SaveContext(ctx);
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}
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/// Loads a CPU context
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void __LoadContext(const ThreadContext& ctx) {
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Core::g_app_core->LoadContext(ctx);
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}
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/// Resets a thread
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void __ResetThread(Thread* t, s32 lowest_priority) {
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memset(&t->context, 0, sizeof(ThreadContext));
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t->context.pc = t->entry_point;
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t->context.sp = t->stack_top;
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if (t->current_priority < lowest_priority) {
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t->current_priority = t->initial_priority;
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}
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t->wait_type = WAITTYPE_NONE;
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}
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/// Change a thread to "ready" state
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void __ChangeReadyState(Thread* t, bool ready) {
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Handle handle = t->GetHandle();
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if (t->IsReady()) {
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if (!ready) {
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g_thread_ready_queue.remove(t->current_priority, handle);
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}
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} else if (ready) {
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if (t->IsRunning()) {
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g_thread_ready_queue.push_front(t->current_priority, handle);
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} else {
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g_thread_ready_queue.push_back(t->current_priority, handle);
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}
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t->status = THREADSTATUS_READY;
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}
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}
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/// Changes a threads state
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void __ChangeThreadState(Thread* t, ThreadStatus new_status) {
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if (!t || t->status == new_status) {
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return;
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}
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__ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
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t->status = new_status;
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if (new_status == THREADSTATUS_WAIT) {
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if (t->wait_type == WAITTYPE_NONE) {
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printf("ERROR: Waittype none not allowed here\n");
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}
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}
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}
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/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
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void __CallThread(Thread* t) {
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// Stop waiting
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if (t->wait_type != WAITTYPE_NONE) {
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t->wait_type = WAITTYPE_NONE;
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}
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__ChangeThreadState(t, THREADSTATUS_READY);
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}
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/// Switches CPU context to that of the specified thread
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void __SwitchContext(Thread* t, const char* reason) {
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Thread* cur = __GetCurrentThread();
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// Save context for current thread
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if (cur) {
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__SaveContext(cur->context);
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if (cur->IsRunning()) {
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__ChangeReadyState(cur, true);
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}
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}
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// Load context of new thread
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if (t) {
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__SetCurrentThread(t);
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__ChangeReadyState(t, false);
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t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
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t->wait_type = WAITTYPE_NONE;
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__LoadContext(t->context);
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} else {
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__SetCurrentThread(NULL);
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}
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}
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/// Gets the next thread that is ready to be run by priority
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Thread* __NextThread() {
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Handle next;
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Thread* cur = __GetCurrentThread();
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if (cur && cur->IsRunning()) {
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next = g_thread_ready_queue.pop_first_better(cur->current_priority);
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} else {
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next = g_thread_ready_queue.pop_first();
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}
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if (next < 0) {
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return NULL;
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}
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return Kernel::g_object_pool.GetFast<Thread>(next);
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}
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/// Puts a thread in the wait state for the given type/reason
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void __WaitCurThread(WaitType wait_type, const char* reason) {
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Thread* t = __GetCurrentThread();
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t->wait_type = wait_type;
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__ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND)));
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}
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/// Resumes a thread from waiting by marking it as "ready"
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void ResumeThreadFromWait(Handle handle) {
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u32 error;
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Thread* t = Kernel::g_object_pool.Get<Thread>(handle, error);
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if (t) {
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t->status &= ~THREADSTATUS_WAIT;
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if (!(t->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
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__ChangeReadyState(t, true);
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}
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}
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}
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/// Creates a new thread
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Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority,
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s32 processor_id, u32 stack_top, int stack_size) {
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Thread* t = new Thread;
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handle = Kernel::g_object_pool.Create(t);
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g_thread_queue.push_back(handle);
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g_thread_ready_queue.prepare(priority);
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t->status = THREADSTATUS_DORMANT;
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t->entry_point = entry_point;
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t->stack_top = stack_top;
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t->stack_size = stack_size;
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t->initial_priority = t->current_priority = priority;
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t->processor_id = processor_id;
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t->wait_type = WAITTYPE_NONE;
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strncpy(t->name, name, Kernel::MAX_NAME_LENGTH);
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t->name[Kernel::MAX_NAME_LENGTH] = '\0';
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return t;
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}
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/// Creates a new thread - wrapper for external user
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Handle CreateThread(const char* name, u32 entry_point, s32 priority, s32 processor_id,
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u32 stack_top, int stack_size) {
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if (name == NULL) {
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ERROR_LOG(KERNEL, "CreateThread(): NULL name");
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return -1;
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}
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if ((u32)stack_size < 0x200) {
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ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid stack_size=0x%08X", name,
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stack_size);
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return -1;
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}
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if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
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s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
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WARN_LOG(KERNEL, "CreateThread(name=%s): invalid priority=0x%08X, clamping to %08X",
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name, priority, new_priority);
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// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
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// validity of this
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priority = new_priority;
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}
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if (!Memory::GetPointer(entry_point)) {
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ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid entry %08x", name, entry_point);
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return -1;
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}
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Handle handle;
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Thread* t = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
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stack_size);
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HLE::EatCycles(32000);
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// This won't schedule to the new thread, but it may to one woken from eating cycles.
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// Technically, this should not eat all at once, and reschedule in the middle, but that's hard.
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HLE::ReSchedule("thread created");
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__CallThread(t);
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return handle;
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}
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/// Gets the current thread
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Handle GetCurrentThread() {
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return __GetCurrentThread()->GetHandle();
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}
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/// Sets up the primary application thread
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Handle SetupMainThread(s32 priority, int stack_size) {
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Handle handle;
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// Initialize new "main" thread
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Thread* t = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
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THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
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__ResetThread(t, 0);
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// If running another thread already, set it to "ready" state
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Thread* cur = __GetCurrentThread();
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if (cur && cur->IsRunning()) {
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__ChangeReadyState(cur, true);
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}
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// Run new "main" thread
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__SetCurrentThread(t);
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t->status = THREADSTATUS_RUNNING;
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__LoadContext(t->context);
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return handle;
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}
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/// Reschedules to the next available thread (call after current thread is suspended)
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void Reschedule(const char* reason) {
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Thread* next = __NextThread();
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if (next > 0) {
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__SwitchContext(next, reason);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/// Put current thread in a wait state - on WaitSynchronization
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void WaitThread_Synchronization() {
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// TODO(bunnei): Just a placeholder function for now... FixMe
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__WaitCurThread(WAITTYPE_SYNCH, "waitSynchronization called");
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void ThreadingInit() {
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}
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void ThreadingShutdown() {
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}
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} // namespace
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