Addapt thread class to the new Scheduler
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b164d8ee53
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a1ac0c6cb4
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@ -45,15 +45,7 @@ void Thread::Stop() {
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callback_handle);
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kernel.ThreadWakeupCallbackHandleTable().Close(callback_handle);
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callback_handle = 0;
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// Clean up thread from ready queue
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// This is only needed when the thread is terminated forcefully (SVC TerminateProcess)
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if (status == ThreadStatus::Ready || status == ThreadStatus::Paused) {
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scheduler->UnscheduleThread(this, current_priority);
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}
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status = ThreadStatus::Dead;
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SetStatus(ThreadStatus::Dead);
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WakeupAllWaitingThreads();
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// Clean up any dangling references in objects that this thread was waiting for
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@ -132,13 +124,11 @@ void Thread::ResumeFromWait() {
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wakeup_callback = nullptr;
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if (activity == ThreadActivity::Paused) {
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status = ThreadStatus::Paused;
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SetStatus(ThreadStatus::Paused);
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return;
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}
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status = ThreadStatus::Ready;
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ChangeScheduler();
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SetStatus(ThreadStatus::Ready);
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}
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void Thread::CancelWait() {
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@ -205,9 +195,9 @@ ResultVal<SharedPtr<Thread>> Thread::Create(KernelCore& kernel, std::string name
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thread->name = std::move(name);
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thread->callback_handle = kernel.ThreadWakeupCallbackHandleTable().Create(thread).Unwrap();
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thread->owner_process = &owner_process;
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auto& scheduler = kernel.GlobalScheduler();
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scheduler.AddThread(thread);
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thread->tls_address = thread->owner_process->CreateTLSRegion();
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thread->scheduler = &system.Scheduler(processor_id);
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thread->scheduler->AddThread(thread);
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thread->owner_process->RegisterThread(thread.get());
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@ -250,6 +240,22 @@ void Thread::SetStatus(ThreadStatus new_status) {
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return;
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}
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switch (new_status) {
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case ThreadStatus::Ready:
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case ThreadStatus::Running:
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SetSchedulingStatus(ThreadSchedStatus::Runnable);
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break;
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case ThreadStatus::Dormant:
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SetSchedulingStatus(ThreadSchedStatus::None);
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break;
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case ThreadStatus::Dead:
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SetSchedulingStatus(ThreadSchedStatus::Exited);
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break;
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default:
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SetSchedulingStatus(ThreadSchedStatus::Paused);
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break;
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}
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if (status == ThreadStatus::Running) {
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last_running_ticks = Core::System::GetInstance().CoreTiming().GetTicks();
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}
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@ -311,8 +317,7 @@ void Thread::UpdatePriority() {
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return;
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}
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scheduler->SetThreadPriority(this, new_priority);
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current_priority = new_priority;
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SetCurrentPriority(new_priority);
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if (!lock_owner) {
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return;
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@ -328,47 +333,7 @@ void Thread::UpdatePriority() {
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}
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void Thread::ChangeCore(u32 core, u64 mask) {
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ideal_core = core;
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affinity_mask = mask;
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ChangeScheduler();
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}
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void Thread::ChangeScheduler() {
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if (status != ThreadStatus::Ready) {
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return;
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}
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auto& system = Core::System::GetInstance();
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std::optional<s32> new_processor_id{GetNextProcessorId(affinity_mask)};
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if (!new_processor_id) {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 && system.Scheduler(ideal_core).GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = system.Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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scheduler->RemoveThread(this);
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next_scheduler.AddThread(this);
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}
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processor_id = *new_processor_id;
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// If the thread was ready, unschedule from the previous core and schedule on the new core
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scheduler->UnscheduleThread(this, current_priority);
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next_scheduler.ScheduleThread(this, current_priority);
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// Change thread's scheduler
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scheduler = &next_scheduler;
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system.CpuCore(processor_id).PrepareReschedule();
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SetCoreAndAffinityMask(core, mask);
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}
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bool Thread::AllWaitObjectsReady() const {
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@ -391,7 +356,7 @@ void Thread::SetActivity(ThreadActivity value) {
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if (status == ThreadStatus::Ready) {
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status = ThreadStatus::Paused;
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} else if (status == ThreadStatus::Running) {
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status = ThreadStatus::Paused;
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SetStatus(ThreadStatus::Paused);
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Core::System::GetInstance().CpuCore(processor_id).PrepareReschedule();
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}
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} else if (status == ThreadStatus::Paused) {
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@ -408,6 +373,165 @@ void Thread::Sleep(s64 nanoseconds) {
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WakeAfterDelay(nanoseconds);
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}
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void Thread::YieldType0() {
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auto& scheduler = kernel.GlobalScheduler();
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scheduler.YieldThread(this);
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}
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void Thread::YieldType1() {
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auto& scheduler = kernel.GlobalScheduler();
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scheduler.YieldThreadAndBalanceLoad(this);
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}
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void Thread::YieldType2() {
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auto& scheduler = kernel.GlobalScheduler();
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scheduler.YieldThreadAndWaitForLoadBalancing(this);
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}
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void Thread::SetSchedulingStatus(ThreadSchedStatus new_status) {
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u32 old_flags = scheduling_state;
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scheduling_state =
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(scheduling_state & ThreadSchedMasks::HighMask) | static_cast<u32>(new_status);
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AdjustSchedulingOnStatus(old_flags);
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}
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void Thread::SetCurrentPriority(u32 new_priority) {
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u32 old_priority = current_priority;
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current_priority = new_priority;
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AdjustSchedulingOnPriority(old_priority);
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}
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ResultCode Thread::SetCoreAndAffinityMask(s32 new_core, u64 new_affinity_mask) {
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auto HighestSetCore = [](u64 mask, u32 max_cores) {
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for (s32 core = max_cores - 1; core >= 0; core--) {
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if (((mask >> core) & 1) != 0)
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return core;
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}
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return -1;
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};
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bool use_override = affinity_override_count != 0;
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// The value -3 is "do not change the ideal core".
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if (new_core == -3) {
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new_core = use_override ? ideal_core_override : ideal_core;
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if ((new_affinity_mask & (1 << new_core)) == 0) {
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return ERR_INVALID_COMBINATION;
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}
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}
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if (use_override) {
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ideal_core_override = new_core;
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affinity_mask_override = new_affinity_mask;
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} else {
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u64 old_affinity_mask = affinity_mask;
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ideal_core = new_core;
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affinity_mask = new_affinity_mask;
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if (old_affinity_mask != new_affinity_mask) {
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s32 old_core = processor_id;
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if (processor_id >= 0 && ((affinity_mask >> processor_id) & 1) == 0) {
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if (ideal_core < 0) {
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processor_id = HighestSetCore(affinity_mask, GlobalScheduler::NUM_CPU_CORES);
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} else {
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processor_id = ideal_core;
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}
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}
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AdjustSchedulingOnAffinity(old_affinity_mask, old_core);
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}
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}
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return RESULT_SUCCESS;
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}
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void Thread::AdjustSchedulingOnStatus(u32 old_flags) {
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if (old_flags == scheduling_state)
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return;
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auto& scheduler = kernel.GlobalScheduler();
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if (static_cast<ThreadSchedStatus>(old_flags & ThreadSchedMasks::LowMask) ==
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ThreadSchedStatus::Runnable) {
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// In this case the thread was running, now it's pausing/exitting
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if (processor_id >= 0)
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scheduler.Unschedule(current_priority, processor_id, this);
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0)
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scheduler.Unsuggest(current_priority, core, this);
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}
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} else if (GetSchedulingStatus() == ThreadSchedStatus::Runnable) {
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// The thread is now set to running from being stopped
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if (processor_id >= 0)
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scheduler.Schedule(current_priority, processor_id, this);
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0)
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scheduler.Suggest(current_priority, core, this);
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}
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}
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scheduler.SetReselectionPending();
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}
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void Thread::AdjustSchedulingOnPriority(u32 old_priority) {
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if (GetSchedulingStatus() != ThreadSchedStatus::Runnable) {
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return;
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}
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auto& scheduler = Core::System::GetInstance().GlobalScheduler();
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if (processor_id >= 0) {
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scheduler.Unschedule(old_priority, processor_id, this);
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}
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0) {
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scheduler.Unsuggest(old_priority, core, this);
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}
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}
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// Add thread to the new priority queues.
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Thread* current_thread = GetCurrentThread();
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if (processor_id >= 0) {
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if (current_thread == this) {
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scheduler.SchedulePrepend(current_priority, processor_id, this);
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} else {
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scheduler.Schedule(current_priority, processor_id, this);
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}
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}
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (core != processor_id && ((affinity_mask >> core) & 1) != 0) {
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scheduler.Suggest(current_priority, core, this);
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}
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}
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scheduler.SetReselectionPending();
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}
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void Thread::AdjustSchedulingOnAffinity(u64 old_affinity_mask, s32 old_core) {
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auto& scheduler = Core::System::GetInstance().GlobalScheduler();
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if (GetSchedulingStatus() != ThreadSchedStatus::Runnable ||
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current_priority >= THREADPRIO_COUNT)
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return;
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (((old_affinity_mask >> core) & 1) != 0) {
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if (core == old_core) {
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scheduler.Unschedule(current_priority, core, this);
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} else {
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scheduler.Unsuggest(current_priority, core, this);
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}
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}
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}
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for (s32 core = 0; core < GlobalScheduler::NUM_CPU_CORES; core++) {
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if (((affinity_mask >> core) & 1) != 0) {
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if (core == processor_id) {
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scheduler.Schedule(current_priority, core, this);
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} else {
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scheduler.Suggest(current_priority, core, this);
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}
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}
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}
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scheduler.SetReselectionPending();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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@ -75,6 +75,21 @@ enum class ThreadActivity : u32 {
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Paused = 1,
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};
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enum class ThreadSchedStatus : u32 { None = 0, Paused = 1, Runnable = 2, Exited = 3 };
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enum ThreadSchedFlags : u32 {
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ProcessPauseFlag = 1 << 4,
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ThreadPauseFlag = 1 << 5,
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ProcessDebugPauseFlag = 1 << 6,
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KernelInitPauseFlag = 1 << 8,
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};
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enum ThreadSchedMasks : u32 {
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LowMask = 0x000f,
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HighMask = 0xfff0,
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ForcePauseMask = 0x0070,
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};
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class Thread final : public WaitObject {
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public:
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using MutexWaitingThreads = std::vector<SharedPtr<Thread>>;
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@ -278,6 +293,10 @@ public:
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return processor_id;
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}
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void SetProcessorID(s32 new_core) {
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processor_id = new_core;
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}
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Process* GetOwnerProcess() {
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return owner_process;
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}
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@ -383,11 +402,38 @@ public:
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/// Sleeps this thread for the given amount of nanoseconds.
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void Sleep(s64 nanoseconds);
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/// Yields this thread without rebalancing loads.
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void YieldType0();
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/// Yields this thread and does a load rebalancing.
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void YieldType1();
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/// Yields this thread and if the core is left idle, loads are rebalanced
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void YieldType2();
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ThreadSchedStatus GetSchedulingStatus() {
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return static_cast<ThreadSchedStatus>(scheduling_state & ThreadSchedMasks::LowMask);
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}
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bool IsRunning() const {
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return is_running;
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}
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void SetIsRunning(bool value) {
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is_running = value;
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}
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private:
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explicit Thread(KernelCore& kernel);
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~Thread() override;
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void ChangeScheduler();
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void SetSchedulingStatus(ThreadSchedStatus new_status);
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void SetCurrentPriority(u32 new_priority);
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ResultCode SetCoreAndAffinityMask(s32 new_core, u64 new_affinity_mask);
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void AdjustSchedulingOnStatus(u32 old_flags);
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void AdjustSchedulingOnPriority(u32 old_priority);
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void AdjustSchedulingOnAffinity(u64 old_affinity_mask, s32 old_core);
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Core::ARM_Interface::ThreadContext context{};
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@ -453,6 +499,13 @@ private:
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ThreadActivity activity = ThreadActivity::Normal;
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s32 ideal_core_override = -1;
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u64 affinity_mask_override = 0x1;
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u32 affinity_override_count = 0;
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u32 scheduling_state = 0;
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bool is_running = false;
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std::string name;
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};
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