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authorbunnei <bunneidev@gmail.com>2018-02-18 20:58:40 +0100
committerbunnei <bunneidev@gmail.com>2018-02-18 20:58:40 +0100
commitc78d495161355277d19bd9debc64161b1d4bb949 (patch)
tree7de9d4d46450b78baa1c2153b929829a3f7eabc6 /src/core/hle/kernel/scheduler.cpp
parentcore: Use shared_ptr for cpu_core. (diff)
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Diffstat (limited to 'src/core/hle/kernel/scheduler.cpp')
-rw-r--r--src/core/hle/kernel/scheduler.cpp134
1 files changed, 134 insertions, 0 deletions
diff --git a/src/core/hle/kernel/scheduler.cpp b/src/core/hle/kernel/scheduler.cpp
new file mode 100644
index 000000000..2fe0d5a38
--- /dev/null
+++ b/src/core/hle/kernel/scheduler.cpp
@@ -0,0 +1,134 @@
+// Copyright 2018 yuzu emulator team
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "core/core_timing.h"
+#include "core/hle/kernel/process.h"
+#include "core/hle/kernel/scheduler.h"
+
+namespace Kernel {
+
+Scheduler::Scheduler(std::shared_ptr<ARM_Interface> cpu_core) : cpu_core(cpu_core) {}
+
+Scheduler::~Scheduler() {
+ for (auto& thread : thread_list) {
+ thread->Stop();
+ }
+}
+
+bool Scheduler::HaveReadyThreads() {
+ return ready_queue.get_first() != nullptr;
+}
+
+Thread* Scheduler::GetCurrentThread() const {
+ return current_thread.get();
+}
+
+Thread* Scheduler::PopNextReadyThread() {
+ Thread* next = nullptr;
+ Thread* thread = GetCurrentThread();
+
+ if (thread && thread->status == THREADSTATUS_RUNNING) {
+ // We have to do better than the current thread.
+ // This call returns null when that's not possible.
+ next = ready_queue.pop_first_better(thread->current_priority);
+ if (!next) {
+ // Otherwise just keep going with the current thread
+ next = thread;
+ }
+ } else {
+ next = ready_queue.pop_first();
+ }
+
+ return next;
+}
+
+void Scheduler::SwitchContext(Thread* new_thread) {
+ Thread* previous_thread = GetCurrentThread();
+
+ // Save context for previous thread
+ if (previous_thread) {
+ previous_thread->last_running_ticks = CoreTiming::GetTicks();
+ cpu_core->SaveContext(previous_thread->context);
+
+ if (previous_thread->status == THREADSTATUS_RUNNING) {
+ // This is only the case when a reschedule is triggered without the current thread
+ // yielding execution (i.e. an event triggered, system core time-sliced, etc)
+ ready_queue.push_front(previous_thread->current_priority, previous_thread);
+ previous_thread->status = THREADSTATUS_READY;
+ }
+ }
+
+ // Load context of new thread
+ if (new_thread) {
+ ASSERT_MSG(new_thread->status == THREADSTATUS_READY,
+ "Thread must be ready to become running.");
+
+ // Cancel any outstanding wakeup events for this thread
+ new_thread->CancelWakeupTimer();
+
+ auto previous_process = Kernel::g_current_process;
+
+ current_thread = new_thread;
+
+ ready_queue.remove(new_thread->current_priority, new_thread);
+ new_thread->status = THREADSTATUS_RUNNING;
+
+ if (previous_process != current_thread->owner_process) {
+ Kernel::g_current_process = current_thread->owner_process;
+ SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table);
+ }
+
+ cpu_core->LoadContext(new_thread->context);
+ cpu_core->SetTlsAddress(new_thread->GetTLSAddress());
+ } else {
+ current_thread = nullptr;
+ // Note: We do not reset the current process and current page table when idling because
+ // technically we haven't changed processes, our threads are just paused.
+ }
+}
+
+void Scheduler::Reschedule() {
+ Thread* cur = GetCurrentThread();
+ Thread* next = PopNextReadyThread();
+
+ if (cur && next) {
+ LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId());
+ } else if (cur) {
+ LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
+ } else if (next) {
+ LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
+ }
+
+ SwitchContext(next);
+}
+
+void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
+ thread_list.push_back(thread);
+ ready_queue.prepare(priority);
+}
+
+void Scheduler::RemoveThread(Thread* thread) {
+ thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
+ thread_list.end());
+}
+
+void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
+ ASSERT(thread->status == THREADSTATUS_READY);
+ ready_queue.push_back(priority, thread);
+}
+
+void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
+ ASSERT(thread->status == THREADSTATUS_READY);
+ ready_queue.remove(priority, thread);
+}
+
+void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
+ // If thread was ready, adjust queues
+ if (thread->status == THREADSTATUS_READY)
+ ready_queue.move(thread, thread->current_priority, priority);
+ else
+ ready_queue.prepare(priority);
+}
+
+} // namespace Kernel