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-rw-r--r--src/core/hle/kernel/thread.cpp323
1 files changed, 323 insertions, 0 deletions
diff --git a/src/core/hle/kernel/thread.cpp b/src/core/hle/kernel/thread.cpp
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index 000000000..bf4c8353c
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+++ b/src/core/hle/kernel/thread.cpp
@@ -0,0 +1,323 @@
+// Copyright 2014 Citra Emulator Project / PPSSPP Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <stdio.h>
+
+#include <list>
+#include <vector>
+#include <map>
+#include <string>
+
+#include "common/common.h"
+#include "common/thread_queue_list.h"
+
+#include "core/core.h"
+#include "core/mem_map.h"
+#include "core/hle/hle.h"
+#include "core/hle/svc.h"
+#include "core/hle/kernel/kernel.h"
+#include "core/hle/kernel/thread.h"
+
+namespace Kernel {
+
+class Thread : public Kernel::Object {
+public:
+
+ const char* GetName() { return name; }
+ const char* GetTypeName() { return "Thread"; }
+
+ static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; }
+ Kernel::HandleType GetHandleType() const { return Kernel::HandleType::Thread; }
+
+ 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; }
+
+ ThreadContext context;
+
+ u32 status;
+ u32 entry_point;
+ u32 stack_top;
+ u32 stack_size;
+
+ s32 initial_priority;
+ s32 current_priority;
+
+ s32 processor_id;
+
+ WaitType wait_type;
+
+ char name[Kernel::MAX_NAME_LENGTH + 1];
+};
+
+// Lists all thread ids that aren't deleted/etc.
+std::vector<Handle> g_thread_queue;
+
+// Lists only ready thread ids.
+Common::ThreadQueueList<Handle> g_thread_ready_queue;
+
+Handle g_current_thread_handle;
+Thread* g_current_thread;
+
+
+/// Gets the current thread
+inline Thread* GetCurrentThread() {
+ return g_current_thread;
+}
+
+/// Gets the current thread handle
+Handle GetCurrentThreadHandle() {
+ return GetCurrentThread()->GetHandle();
+}
+
+/// Sets the current thread
+inline void SetCurrentThread(Thread* t) {
+ g_current_thread = t;
+ g_current_thread_handle = t->GetHandle();
+}
+
+/// Saves the current CPU context
+void SaveContext(ThreadContext& ctx) {
+ Core::g_app_core->SaveContext(ctx);
+}
+
+/// Loads a CPU context
+void LoadContext(ThreadContext& ctx) {
+ Core::g_app_core->LoadContext(ctx);
+}
+
+/// Resets a thread
+void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
+ memset(&t->context, 0, sizeof(ThreadContext));
+
+ t->context.cpu_registers[0] = arg;
+ t->context.pc = t->entry_point;
+ t->context.sp = t->stack_top;
+ t->context.cpsr = 0x1F; // Usermode
+
+ if (t->current_priority < lowest_priority) {
+ t->current_priority = t->initial_priority;
+ }
+
+ t->wait_type = WAITTYPE_NONE;
+}
+
+/// Change a thread to "ready" state
+void ChangeReadyState(Thread* t, bool ready) {
+ Handle handle = t->GetHandle();
+ if (t->IsReady()) {
+ if (!ready) {
+ g_thread_ready_queue.remove(t->current_priority, handle);
+ }
+ } else if (ready) {
+ if (t->IsRunning()) {
+ g_thread_ready_queue.push_front(t->current_priority, handle);
+ } else {
+ g_thread_ready_queue.push_back(t->current_priority, handle);
+ }
+ t->status = THREADSTATUS_READY;
+ }
+}
+
+/// Changes a threads state
+void ChangeThreadState(Thread* t, ThreadStatus new_status) {
+ if (!t || t->status == new_status) {
+ return;
+ }
+ ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
+ t->status = new_status;
+
+ if (new_status == THREADSTATUS_WAIT) {
+ if (t->wait_type == WAITTYPE_NONE) {
+ printf("ERROR: Waittype none not allowed here\n");
+ }
+ }
+}
+
+/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
+void CallThread(Thread* t) {
+ // Stop waiting
+ if (t->wait_type != WAITTYPE_NONE) {
+ t->wait_type = WAITTYPE_NONE;
+ }
+ ChangeThreadState(t, THREADSTATUS_READY);
+}
+
+/// Switches CPU context to that of the specified thread
+void SwitchContext(Thread* t) {
+ Thread* cur = GetCurrentThread();
+
+ // Save context for current thread
+ if (cur) {
+ SaveContext(cur->context);
+
+ if (cur->IsRunning()) {
+ ChangeReadyState(cur, true);
+ }
+ }
+ // Load context of new thread
+ if (t) {
+ SetCurrentThread(t);
+ ChangeReadyState(t, false);
+ t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
+ t->wait_type = WAITTYPE_NONE;
+ LoadContext(t->context);
+ } else {
+ SetCurrentThread(NULL);
+ }
+}
+
+/// Gets the next thread that is ready to be run by priority
+Thread* NextThread() {
+ Handle next;
+ Thread* cur = GetCurrentThread();
+
+ if (cur && cur->IsRunning()) {
+ next = g_thread_ready_queue.pop_first_better(cur->current_priority);
+ } else {
+ next = g_thread_ready_queue.pop_first();
+ }
+ if (next == 0) {
+ return NULL;
+ }
+ return Kernel::g_object_pool.GetFast<Thread>(next);
+}
+
+/// Puts the current thread in the wait state for the given type
+void WaitCurrentThread(WaitType wait_type) {
+ Thread* t = GetCurrentThread();
+ t->wait_type = wait_type;
+ ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND)));
+}
+
+/// Resumes a thread from waiting by marking it as "ready"
+void ResumeThreadFromWait(Handle handle) {
+ u32 error;
+ Thread* t = Kernel::g_object_pool.Get<Thread>(handle, error);
+ if (t) {
+ t->status &= ~THREADSTATUS_WAIT;
+ if (!(t->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
+ ChangeReadyState(t, true);
+ }
+ }
+}
+
+/// Creates a new thread
+Thread* CreateThread(Handle& handle, const char* name, u32 entry_point, s32 priority,
+ s32 processor_id, u32 stack_top, int stack_size) {
+
+ _assert_msg_(KERNEL, (priority >= THREADPRIO_HIGHEST && priority <= THREADPRIO_LOWEST),
+ "CreateThread priority=%d, outside of allowable range!", priority)
+
+ Thread* t = new Thread;
+
+ handle = Kernel::g_object_pool.Create(t);
+
+ g_thread_queue.push_back(handle);
+ g_thread_ready_queue.prepare(priority);
+
+ t->status = THREADSTATUS_DORMANT;
+ t->entry_point = entry_point;
+ t->stack_top = stack_top;
+ t->stack_size = stack_size;
+ t->initial_priority = t->current_priority = priority;
+ t->processor_id = processor_id;
+ t->wait_type = WAITTYPE_NONE;
+
+ strncpy(t->name, name, Kernel::MAX_NAME_LENGTH);
+ t->name[Kernel::MAX_NAME_LENGTH] = '\0';
+
+ return t;
+}
+
+/// Creates a new thread - wrapper for external user
+Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id,
+ u32 stack_top, int stack_size) {
+ if (name == NULL) {
+ ERROR_LOG(KERNEL, "CreateThread(): NULL name");
+ return -1;
+ }
+ if ((u32)stack_size < 0x200) {
+ ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid stack_size=0x%08X", name,
+ stack_size);
+ return -1;
+ }
+ if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
+ s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
+ WARN_LOG(KERNEL, "CreateThread(name=%s): invalid priority=0x%08X, clamping to %08X",
+ name, priority, new_priority);
+ // TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
+ // validity of this
+ priority = new_priority;
+ }
+ if (!Memory::GetPointer(entry_point)) {
+ ERROR_LOG(KERNEL, "CreateThread(name=%s): invalid entry %08x", name, entry_point);
+ return -1;
+ }
+ Handle handle;
+ Thread* t = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
+ stack_size);
+
+ ResetThread(t, arg, 0);
+
+ HLE::EatCycles(32000);
+
+ // This won't schedule to the new thread, but it may to one woken from eating cycles.
+ // Technically, this should not eat all at once, and reschedule in the middle, but that's hard.
+ HLE::ReSchedule("thread created");
+
+ CallThread(t);
+
+ return handle;
+}
+
+/// Sets up the primary application thread
+Handle SetupMainThread(s32 priority, int stack_size) {
+ Handle handle;
+
+ // Initialize new "main" thread
+ Thread* t = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
+ THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
+
+ ResetThread(t, 0, 0);
+
+ // If running another thread already, set it to "ready" state
+ Thread* cur = GetCurrentThread();
+ if (cur && cur->IsRunning()) {
+ ChangeReadyState(cur, true);
+ }
+
+ // Run new "main" thread
+ SetCurrentThread(t);
+ t->status = THREADSTATUS_RUNNING;
+ LoadContext(t->context);
+
+ return handle;
+}
+
+/// Reschedules to the next available thread (call after current thread is suspended)
+void Reschedule() {
+ Thread* prev = GetCurrentThread();
+ Thread* next = NextThread();
+ if (next > 0) {
+ SwitchContext(next);
+
+ // Hack - automatically change previous thread (which would have been in "wait" state) to
+ // "ready" state, so that we can immediately resume to it when new thread yields. FixMe to
+ // actually wait for whatever event it is supposed to be waiting on.
+ ChangeReadyState(prev, true);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void ThreadingInit() {
+}
+
+void ThreadingShutdown() {
+}
+
+} // namespace