1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
|
// 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 <vector>
#include "common/common.h"
#include "common/thread_queue_list.h"
#include "core/arm/arm_interface.h"
#include "core/core.h"
#include "core/core_timing.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 {
bool Thread::ShouldWait() {
return status != THREADSTATUS_DORMANT;
}
void Thread::Acquire() {
_assert_msg_(Kernel, !ShouldWait(), "object unavailable!");
}
// Lists all thread ids that aren't deleted/etc.
static std::vector<SharedPtr<Thread>> thread_list;
// Lists only ready thread ids.
static Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST+1> thread_ready_queue;
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::Thread() {}
Thread::~Thread() {}
Thread* GetCurrentThread() {
return current_thread;
}
/// Resets a thread
static void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
memset(&t->context, 0, sizeof(Core::ThreadContext));
t->context.cpu_registers[0] = arg;
t->context.pc = 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_objects.clear();
t->wait_address = 0;
}
/// Change a thread to "ready" state
static void ChangeReadyState(Thread* t, bool ready) {
if (t->IsReady()) {
if (!ready) {
thread_ready_queue.remove(t->current_priority, t);
}
} else if (ready) {
if (t->IsRunning()) {
thread_ready_queue.push_front(t->current_priority, t);
} else {
thread_ready_queue.push_back(t->current_priority, t);
}
t->status = THREADSTATUS_READY;
}
}
/// Check if a thread is waiting on a the specified wait object
static bool CheckWait_WaitObject(const Thread* thread, WaitObject* wait_object) {
auto itr = std::find(thread->wait_objects.begin(), thread->wait_objects.end(), wait_object);
if (itr != thread->wait_objects.end())
return thread->IsWaiting();
return false;
}
/// Check if the specified thread is waiting on the specified address to be arbitrated
static bool CheckWait_AddressArbiter(const Thread* thread, VAddr wait_address) {
return thread->IsWaiting() && thread->wait_objects.empty() && wait_address == thread->wait_address;
}
/// Stops the current thread
void Thread::Stop(const char* reason) {
// Release all the mutexes that this thread holds
ReleaseThreadMutexes(this);
ChangeReadyState(this, false);
status = THREADSTATUS_DORMANT;
WakeupAllWaitingThreads();
// Stopped threads are never waiting.
wait_objects.clear();
wait_address = 0;
}
/// Changes a threads state
static 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;
}
/// Arbitrate the highest priority thread that is waiting
Thread* ArbitrateHighestPriorityThread(u32 address) {
Thread* highest_priority_thread = nullptr;
s32 priority = THREADPRIO_LOWEST;
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (auto& thread : thread_list) {
if (!CheckWait_AddressArbiter(thread.get(), address))
continue;
if (thread == nullptr)
continue;
if(thread->current_priority <= priority) {
highest_priority_thread = thread.get();
priority = thread->current_priority;
}
}
// If a thread was arbitrated, resume it
if (nullptr != highest_priority_thread) {
highest_priority_thread->ResumeFromWait();
}
return highest_priority_thread;
}
/// Arbitrate all threads currently waiting
void ArbitrateAllThreads(u32 address) {
// Iterate through threads, find highest priority thread that is waiting to be arbitrated...
for (auto& thread : thread_list) {
if (CheckWait_AddressArbiter(thread.get(), address))
thread->ResumeFromWait();
}
}
/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
static void CallThread(Thread* t) {
// Stop waiting
ChangeThreadState(t, THREADSTATUS_READY);
}
/// Switches CPU context to that of the specified thread
static void SwitchContext(Thread* t) {
Thread* cur = GetCurrentThread();
// Save context for current thread
if (cur) {
Core::g_app_core->SaveContext(cur->context);
if (cur->IsRunning()) {
ChangeReadyState(cur, true);
}
}
// Load context of new thread
if (t) {
current_thread = t;
ChangeReadyState(t, false);
t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
Core::g_app_core->LoadContext(t->context);
} else {
current_thread = nullptr;
}
}
/// Gets the next thread that is ready to be run by priority
static Thread* NextThread() {
Thread* 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 next;
}
void WaitCurrentThread_Sleep() {
Thread* thread = GetCurrentThread();
ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
}
void WaitCurrentThread_WaitSynchronization(SharedPtr<WaitObject> wait_object, bool wait_set_output, bool wait_all) {
Thread* thread = GetCurrentThread();
thread->wait_set_output = wait_set_output;
thread->wait_all = wait_all;
// It's possible to call WaitSynchronizationN without any objects passed in...
if (wait_object != nullptr)
thread->wait_objects.push_back(wait_object);
ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
}
void WaitCurrentThread_ArbitrateAddress(VAddr wait_address) {
Thread* thread = GetCurrentThread();
thread->wait_address = wait_address;
ChangeThreadState(thread, ThreadStatus(THREADSTATUS_WAIT | (thread->status & THREADSTATUS_SUSPEND)));
}
/// Event type for the thread wake up event
static int ThreadWakeupEventType = -1;
// TODO(yuriks): This can be removed if Thread objects are explicitly pooled in the future, allowing
// us to simply use a pool index or similar.
static Kernel::HandleTable wakeup_callback_handle_table;
/// Callback that will wake up the thread it was scheduled for
static void ThreadWakeupCallback(u64 thread_handle, int cycles_late) {
SharedPtr<Thread> thread = wakeup_callback_handle_table.Get<Thread>((Handle)thread_handle);
if (thread == nullptr) {
LOG_CRITICAL(Kernel, "Callback fired for invalid thread %08X", thread_handle);
return;
}
thread->SetWaitSynchronizationResult(ResultCode(ErrorDescription::Timeout, ErrorModule::OS,
ErrorSummary::StatusChanged, ErrorLevel::Info));
if (thread->wait_set_output)
thread->SetWaitSynchronizationOutput(-1);
thread->ResumeFromWait();
}
void Thread::WakeAfterDelay(s64 nanoseconds) {
// Don't schedule a wakeup if the thread wants to wait forever
if (nanoseconds == -1)
return;
u64 microseconds = nanoseconds / 1000;
CoreTiming::ScheduleEvent(usToCycles(microseconds), ThreadWakeupEventType, callback_handle);
}
void Thread::ReleaseWaitObject(WaitObject* wait_object) {
if (wait_objects.empty()) {
LOG_CRITICAL(Kernel, "thread is not waiting on any objects!");
return;
}
// Remove this thread from the waiting object's thread list
wait_object->RemoveWaitingThread(this);
unsigned index = 0;
bool wait_all_failed = false; // Will be set to true if any object is unavailable
// Iterate through all waiting objects to check availability...
for (auto itr = wait_objects.begin(); itr != wait_objects.end(); ++itr) {
if ((*itr)->ShouldWait())
wait_all_failed = true;
// The output should be the last index of wait_object
if (*itr == wait_object)
index = itr - wait_objects.begin();
}
// If we are waiting on all objects...
if (wait_all) {
// Resume the thread only if all are available...
if (!wait_all_failed) {
SetWaitSynchronizationResult(RESULT_SUCCESS);
SetWaitSynchronizationOutput(-1);
ResumeFromWait();
}
} else {
// Otherwise, resume
SetWaitSynchronizationResult(RESULT_SUCCESS);
if (wait_set_output)
SetWaitSynchronizationOutput(index);
ResumeFromWait();
}
}
void Thread::ResumeFromWait() {
// Cancel any outstanding wakeup events
CoreTiming::UnscheduleEvent(ThreadWakeupEventType, callback_handle);
status &= ~THREADSTATUS_WAIT;
// Remove this thread from all other WaitObjects
for (auto wait_object : wait_objects)
wait_object->RemoveWaitingThread(this);
wait_objects.clear();
wait_set_output = false;
wait_all = false;
wait_address = 0;
if (!(status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
ChangeReadyState(this, true);
}
}
/// Prints the thread queue for debugging purposes
static void DebugThreadQueue() {
Thread* thread = GetCurrentThread();
if (!thread) {
return;
}
LOG_DEBUG(Kernel, "0x%02X %u (current)", thread->current_priority, GetCurrentThread()->GetObjectId());
for (auto& t : thread_list) {
s32 priority = thread_ready_queue.contains(t.get());
if (priority != -1) {
LOG_DEBUG(Kernel, "0x%02X %u", priority, t->GetObjectId());
}
}
}
ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point, s32 priority,
u32 arg, s32 processor_id, VAddr stack_top, u32 stack_size) {
if (stack_size < 0x200) {
LOG_ERROR(Kernel, "(name=%s): invalid stack_size=0x%08X", name.c_str(), stack_size);
// TODO: Verify error
return ResultCode(ErrorDescription::InvalidSize, ErrorModule::Kernel,
ErrorSummary::InvalidArgument, ErrorLevel::Permanent);
}
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.c_str(), 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.c_str(), entry_point);
// TODO: Verify error
return ResultCode(ErrorDescription::InvalidAddress, ErrorModule::Kernel,
ErrorSummary::InvalidArgument, ErrorLevel::Permanent);
}
SharedPtr<Thread> thread(new Thread);
// TODO(yuriks): Thread requires a handle to be inserted into the various scheduling queues for
// the time being. Create a handle here, it will be copied to the handle field in
// the object and use by the rest of the code. This should be removed when other
// code doesn't rely on the handle anymore.
ResultVal<Handle> handle = Kernel::g_handle_table.Create(thread);
if (handle.Failed())
return handle.Code();
thread_list.push_back(thread);
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_set_output = false;
thread->wait_all = false;
thread->wait_objects.clear();
thread->wait_address = 0;
thread->name = std::move(name);
thread->callback_handle = wakeup_callback_handle_table.Create(thread).MoveFrom();
ResetThread(thread.get(), arg, 0);
CallThread(thread.get());
return MakeResult<SharedPtr<Thread>>(std::move(thread));
}
/// Set the priority of the thread specified by handle
void Thread::SetPriority(s32 priority) {
// 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 = current_priority;
thread_ready_queue.remove(old, this);
current_priority = priority;
thread_ready_queue.prepare(current_priority);
// Change thread status to "ready" and push to ready queue
if (IsRunning()) {
status = (status & ~THREADSTATUS_RUNNING) | THREADSTATUS_READY;
}
if (IsReady()) {
thread_ready_queue.push_back(current_priority, this);
}
}
SharedPtr<Thread> SetupIdleThread() {
// We need to pass a few valid values to get around parameter checking in Thread::Create.
auto thread = Thread::Create("idle", Memory::KERNEL_MEMORY_VADDR, THREADPRIO_LOWEST, 0,
THREADPROCESSORID_0, 0, Kernel::DEFAULT_STACK_SIZE).MoveFrom();
thread->idle = true;
CallThread(thread.get());
return thread;
}
SharedPtr<Thread> SetupMainThread(s32 priority, u32 stack_size) {
// Initialize new "main" thread
auto thread_res = Thread::Create("main", Core::g_app_core->GetPC(), priority, 0,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
// TODO(yuriks): Propagate error
_dbg_assert_(Kernel, thread_res.Succeeded());
SharedPtr<Thread> thread = std::move(*thread_res);
// If running another thread already, set it to "ready" state
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
ChangeReadyState(cur, true);
}
// Run new "main" thread
current_thread = thread.get();
thread->status = THREADSTATUS_RUNNING;
Core::g_app_core->LoadContext(thread->context);
return thread;
}
/// 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 %u -> %u", prev->GetObjectId(), next->GetObjectId());
SwitchContext(next);
} else {
LOG_TRACE(Kernel, "cannot context switch from %u, no higher priority thread!", prev->GetObjectId());
for (auto& thread : thread_list) {
LOG_TRACE(Kernel, "\tid=%u prio=0x%02X, status=0x%08X", thread->GetObjectId(),
thread->current_priority, thread->status);
}
}
}
void Thread::SetWaitSynchronizationResult(ResultCode result) {
context.cpu_registers[0] = result.raw;
}
void Thread::SetWaitSynchronizationOutput(s32 output) {
context.cpu_registers[1] = output;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void ThreadingInit() {
next_thread_id = INITIAL_THREAD_ID;
ThreadWakeupEventType = CoreTiming::RegisterEvent("ThreadWakeupCallback", ThreadWakeupCallback);
}
void ThreadingShutdown() {
}
} // namespace
|