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kernel: Add Scheduler, which encapsulates the scheduling loading from Thread module.

This commit is contained in:
bunnei 2018-02-18 14:58:40 -05:00
parent 2d4a6883bc
commit c78d495161
3 changed files with 210 additions and 0 deletions

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@ -53,6 +53,8 @@ add_library(core STATIC
hle/kernel/process.h hle/kernel/process.h
hle/kernel/resource_limit.cpp hle/kernel/resource_limit.cpp
hle/kernel/resource_limit.h hle/kernel/resource_limit.h
hle/kernel/scheduler.cpp
hle/kernel/scheduler.h
hle/kernel/server_port.cpp hle/kernel/server_port.cpp
hle/kernel/server_port.h hle/kernel/server_port.h
hle/kernel/server_session.cpp hle/kernel/server_session.cpp

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@ -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

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@ -0,0 +1,74 @@
// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <vector>
#include "common/common_types.h"
#include "common/thread_queue_list.h"
#include "core/arm/arm_interface.h"
#include "core/hle/kernel/thread.h"
namespace Kernel {
class Scheduler final {
public:
Scheduler(std::shared_ptr<ARM_Interface> cpu_core);
~Scheduler();
/// Returns whether there are any threads that are ready to run.
bool HaveReadyThreads();
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule();
/// Gets the current running thread
Thread* GetCurrentThread() const;
/// Adds a new thread to the scheduler
void AddThread(SharedPtr<Thread> thread, u32 priority);
/// Removes a thread from the scheduler
void RemoveThread(Thread* thread);
/// Schedules a thread that has become "ready"
void ScheduleThread(Thread* thread, u32 priority);
/// Unschedules a thread that was already scheduled
void UnscheduleThread(Thread* thread, u32 priority);
/// Sets the priority of a thread in the scheduler
void SetThreadPriority(Thread* thread, u32 priority);
/// Returns a list of all threads managed by the scheduler
const std::vector<SharedPtr<Thread>>& GetThreadList() const {
return thread_list;
}
private:
/**
* Pops and returns the next thread from the thread queue
* @return A pointer to the next ready thread
*/
Thread* PopNextReadyThread();
/**
* Switches the CPU's active thread context to that of the specified thread
* @param new_thread The thread to switch to
*/
void SwitchContext(Thread* new_thread);
/// Lists all thread ids that aren't deleted/etc.
std::vector<SharedPtr<Thread>> thread_list;
/// Lists only ready thread ids.
Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
SharedPtr<Thread> current_thread = nullptr;
std::shared_ptr<ARM_Interface> cpu_core;
};
} // namespace Kernel