// Copyright 2014 Citra Emulator Project / PPSSPP Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <list>
#include <map>
#include <vector>
#include "common/common.h"
#include "common/thread_queue_list.h"
#include "core/core.h"
#include "core/hle/hle.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/kernel/mutex.h"
#include "core/hle/result.h"
#include "core/mem_map.h"
namespace Kernel {
class Thread : public Kernel::Object {
public:
std::string GetName() const override { return name; }
std::string GetTypeName() const override { return "Thread"; }
static Kernel::HandleType GetStaticHandleType() { return Kernel::HandleType::Thread; }
Kernel::HandleType GetHandleType() const override { 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; }
ResultVal<bool> WaitSynchronization() override {
const bool wait = status != THREADSTATUS_DORMANT;
if (wait) {
Handle thread = GetCurrentThreadHandle();
if (std::find(waiting_threads.begin(), waiting_threads.end(), thread) == waiting_threads.end()) {
waiting_threads.push_back(thread);
}
WaitCurrentThread(WAITTYPE_THREADEND, this->GetHandle());
}
return MakeResult<bool>(wait);
}
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;
Handle wait_handle;
VAddr wait_address;
std::vector<Handle> waiting_threads;
std::string name;
};
// Lists all thread ids that aren't deleted/etc.
static std::vector<Handle> thread_queue;
// Lists only ready thread ids.
static Common::ThreadQueueList<Handle> thread_ready_queue;
static Handle current_thread_handle;
static Thread* current_thread;
static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup
static u32 next_thread_id; ///< The next available thread id
Thread* GetCurrentThread() {
return current_thread;
}
/// Gets the current thread handle
Handle GetCurrentThreadHandle() {
return GetCurrentThread()->GetHandle();
}
/// Sets the current thread
inline void SetCurrentThread(Thread* t) {
current_thread = t;
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->context.reg_15 = t->entry_point;
t->context.sp = t->stack_top;
t->context.cpsr = 0x1F; // Usermode
// TODO(bunnei): This instructs the CPU core to start the execution as if it is "resuming" a
// thread. This is somewhat Sky-Eye specific, and should be re-architected in the future to be
// agnostic of the CPU core.
t->context.mode = 8;
if (t->current_priority < lowest_priority) {
t->current_priority = t->initial_priority;
}
t->wait_type = WAITTYPE_NONE;
t->wait_handle = 0;
t->wait_address = 0;
}
/// Change a thread to "ready" state
void ChangeReadyState(Thread* t, bool ready) {
Handle handle = t->GetHandle();
if (t->IsReady()) {
if (!ready) {
thread_ready_queue.remove(t->current_priority, handle);
}
} else if (ready) {
if (t->IsRunning()) {
thread_ready_queue.push_front(t->current_priority, handle);
} else {
thread_ready_queue.push_back(t->current_priority, handle);
}
t->status = THREADSTATUS_READY;
}
}
/// Check if a thread is blocking on a specified wait type
static bool CheckWaitType(const Thread* thread, WaitType type) {
return (type == thread->wait_type) && (thread->IsWaiting());
}
/// Check if a thread is blocking on a specified wait type with a specified handle
static bool CheckWaitType(const Thread* thread, WaitType type, Handle wait_handle) {
return CheckWaitType(thread, type) && (wait_handle == thread->wait_handle);
}
/// Check if a thread is blocking on a specified wait type with a specified handle and address
static bool CheckWaitType(const Thread* thread, WaitType type, Handle wait_handle, VAddr wait_address) {
return CheckWaitType(thread, type, wait_handle) && (wait_address == thread->wait_address);
}
/// Stops the current thread
ResultCode StopThread(Handle handle, const char* reason) {
Thread* thread = g_object_pool.Get<Thread>(handle);
if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
// Release all the mutexes that this thread holds
ReleaseThreadMutexes(handle);
ChangeReadyState(thread, false);
thread->status = THREADSTATUS_DORMANT;
for (Handle waiting_handle : thread->waiting_threads) {
Thread* waiting_thread = g_object_pool.Get<Thread>(waiting_handle);
if (CheckWaitType(waiting_thread, WAITTYPE_THREADEND, handle))
ResumeThreadFromWait(waiting_handle);
}
thread->waiting_threads.clear();
// Stopped threads are never waiting.
thread->wait_type = WAITTYPE_NONE;
thread->wait_handle = 0;
thread->wait_address = 0;
return RESULT_SUCCESS;
}
/// 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) {
LOG_ERROR(Kernel, "Waittype none not allowed");
}
}
}
/// Arbitrate the highest priority thread that is waiting
Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address) {
Handle highest_priority_thread = 0;
s32 priority = THREADPRIO_LOWEST;
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (Handle handle : thread_queue) {
Thread* thread = g_object_pool.Get<Thread>(handle);
if (!CheckWaitType(thread, WAITTYPE_ARB, arbiter, address))
continue;
if (thread == nullptr)
continue; // TODO(yuriks): Thread handle will hang around forever. Should clean up.
if(thread->current_priority <= priority) {
highest_priority_thread = handle;
priority = thread->current_priority;
}
}
// If a thread was arbitrated, resume it
if (0 != highest_priority_thread)
ResumeThreadFromWait(highest_priority_thread);
return highest_priority_thread;
}
/// Arbitrate all threads currently waiting
void ArbitrateAllThreads(u32 arbiter, u32 address) {
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (Handle handle : thread_queue) {
Thread* thread = g_object_pool.Get<Thread>(handle);
if (CheckWaitType(thread, WAITTYPE_ARB, arbiter, address))
ResumeThreadFromWait(handle);
}
}
/// 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(nullptr);
}
}
/// Gets the next thread that is ready to be run by priority
Thread* NextThread() {
Handle next;
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
next = thread_ready_queue.pop_first_better(cur->current_priority);
} else {
next = thread_ready_queue.pop_first();
}
if (next == 0) {
return nullptr;
}
return Kernel::g_object_pool.Get<Thread>(next);
}
void WaitCurrentThread(WaitType wait_type, Handle wait_handle) {
Thread* thread = GetCurrentThread();
thread->wait_type = wait_type;
thread->wait_handle = wait_handle;
ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
}
void WaitCurrentThread(WaitType wait_type, Handle wait_handle, VAddr wait_address) {
WaitCurrentThread(wait_type, wait_handle);
GetCurrentThread()->wait_address = wait_address;
}
/// Resumes a thread from waiting by marking it as "ready"
void ResumeThreadFromWait(Handle handle) {
Thread* thread = Kernel::g_object_pool.Get<Thread>(handle);
if (thread) {
thread->status &= ~THREADSTATUS_WAIT;
thread->wait_handle = 0;
thread->wait_type = WAITTYPE_NONE;
if (!(thread->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
ChangeReadyState(thread, true);
}
}
}
/// Prints the thread queue for debugging purposes
void DebugThreadQueue() {
Thread* thread = GetCurrentThread();
if (!thread) {
return;
}
LOG_DEBUG(Kernel, "0x%02X 0x%08X (current)", thread->current_priority, GetCurrentThreadHandle());
for (u32 i = 0; i < thread_queue.size(); i++) {
Handle handle = thread_queue[i];
s32 priority = thread_ready_queue.contains(handle);
if (priority != -1) {
LOG_DEBUG(Kernel, "0x%02X 0x%08X", priority, handle);
}
}
}
/// 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),
"priority=%d, outside of allowable range!", priority)
Thread* thread = new Thread;
handle = Kernel::g_object_pool.Create(thread);
thread_queue.push_back(handle);
thread_ready_queue.prepare(priority);
thread->thread_id = next_thread_id++;
thread->status = THREADSTATUS_DORMANT;
thread->entry_point = entry_point;
thread->stack_top = stack_top;
thread->stack_size = stack_size;
thread->initial_priority = thread->current_priority = priority;
thread->processor_id = processor_id;
thread->wait_type = WAITTYPE_NONE;
thread->wait_handle = 0;
thread->wait_address = 0;
thread->name = name;
return thread;
}
/// 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 == nullptr) {
LOG_ERROR(Kernel_SVC, "nullptr name");
return -1;
}
if ((u32)stack_size < 0x200) {
LOG_ERROR(Kernel_SVC, "(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);
LOG_WARNING(Kernel_SVC, "(name=%s): invalid priority=%d, clamping to %d",
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)) {
LOG_ERROR(Kernel_SVC, "(name=%s): invalid entry %08x", name, entry_point);
return -1;
}
Handle handle;
Thread* thread = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
stack_size);
ResetThread(thread, arg, 0);
CallThread(thread);
return handle;
}
/// Get the priority of the thread specified by handle
ResultVal<u32> GetThreadPriority(const Handle handle) {
Thread* thread = g_object_pool.Get<Thread>(handle);
if (thread == nullptr) return InvalidHandle(ErrorModule::Kernel);
return MakeResult<u32>(thread->current_priority);
}
/// Set the priority of the thread specified by handle
ResultCode SetThreadPriority(Handle handle, s32 priority) {
Thread* thread = nullptr;
if (!handle) {
thread = GetCurrentThread(); // TODO(bunnei): Is this correct behavior?
} else {
thread = g_object_pool.Get<Thread>(handle);
if (thread == nullptr) {
return InvalidHandle(ErrorModule::Kernel);
}
}
_assert_msg_(KERNEL, (thread != nullptr), "called, but thread is nullptr!");
// If priority is invalid, clamp to valid range
if (priority < THREADPRIO_HIGHEST || priority > THREADPRIO_LOWEST) {
s32 new_priority = CLAMP(priority, THREADPRIO_HIGHEST, THREADPRIO_LOWEST);
LOG_WARNING(Kernel_SVC, "invalid priority=%d, clamping to %d", priority, new_priority);
// TODO(bunnei): Clamping to a valid priority is not necessarily correct behavior... Confirm
// validity of this
priority = new_priority;
}
// Change thread priority
s32 old = thread->current_priority;
thread_ready_queue.remove(old, handle);
thread->current_priority = priority;
thread_ready_queue.prepare(thread->current_priority);
// Change thread status to "ready" and push to ready queue
if (thread->IsRunning()) {
thread->status = (thread->status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY;
}
if (thread->IsReady()) {
thread_ready_queue.push_back(thread->current_priority, handle);
}
return RESULT_SUCCESS;
}
/// Sets up the primary application thread
Handle SetupMainThread(s32 priority, int stack_size) {
Handle handle;
// Initialize new "main" thread
Thread* thread = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
ResetThread(thread, 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(thread);
thread->status = THREADSTATUS_RUNNING;
LoadContext(thread->context);
return handle;
}
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule() {
Thread* prev = GetCurrentThread();
Thread* next = NextThread();
HLE::g_reschedule = false;
if (next != nullptr) {
LOG_TRACE(Kernel, "context switch 0x%08X -> 0x%08X", prev->GetHandle(), next->GetHandle());
SwitchContext(next);
} else {
LOG_TRACE(Kernel, "cannot context switch from 0x%08X, no higher priority thread!", prev->GetHandle());
for (Handle handle : thread_queue) {
Thread* thread = g_object_pool.Get<Thread>(handle);
LOG_TRACE(Kernel, "\thandle=0x%08X prio=0x%02X, status=0x%08X wait_type=0x%08X wait_handle=0x%08X",
thread->GetHandle(), thread->current_priority, thread->status, thread->wait_type, thread->wait_handle);
}
}
// TODO(bunnei): Hack - There is no timing mechanism yet to wake up a thread if it has been put
// to sleep. So, we'll just immediately set it to "ready" again after an attempted context
// switch has occurred. This results in the current thread yielding on a sleep once, and then it
// will immediately be placed back in the queue for execution.
if (CheckWaitType(prev, WAITTYPE_SLEEP))
ResumeThreadFromWait(prev->GetHandle());
}
ResultCode GetThreadId(u32* thread_id, Handle handle) {
Thread* thread = g_object_pool.Get<Thread>(handle);
if (thread == nullptr)
return ResultCode(ErrorDescription::InvalidHandle, ErrorModule::OS,
ErrorSummary::WrongArgument, ErrorLevel::Permanent);
*thread_id = thread->thread_id;
return RESULT_SUCCESS;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void ThreadingInit() {
next_thread_id = INITIAL_THREAD_ID;
}
void ThreadingShutdown() {
}
} // namespace