// Copyright 2014 Citra Emulator Project / PPSSPP Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "common/common_types.h" #include "core/arm/arm_interface.h" #include "core/hle/kernel/object.h" #include "core/hle/kernel/wait_object.h" #include "core/hle/result.h" namespace Kernel { class Mutex; class Process; enum ThreadPriority : u32 { ThreadPrioHighest = 0, ///< Highest thread priority ThreadPrioUserlandMax = 24, ///< Highest thread priority for userland apps ThreadPrioDefault = 48, ///< Default thread priority for userland apps ThreadPrioLowest = 63, ///< Lowest thread priority }; enum ThreadProcessorId : s32 { ThreadProcessorIdDefault = -2, ///< Run thread on default core specified by exheader ThreadProcessorIdAll = -1, ///< Run thread on either core ThreadProcessorId0 = 0, ///< Run thread on core 0 (AppCore) ThreadProcessorId1 = 1, ///< Run thread on core 1 (SysCore) ThreadProcessorIdMax = 2, ///< Processor ID must be less than this }; enum class ThreadStatus { Running, ///< Currently running Ready, ///< Ready to run WaitArb, ///< Waiting on an address arbiter WaitSleep, ///< Waiting due to a SleepThread SVC WaitIPC, ///< Waiting for the reply from an IPC request WaitSynchAny, ///< Waiting due to WaitSynch1 or WaitSynchN with wait_all = false WaitSynchAll, ///< Waiting due to WaitSynchronizationN with wait_all = true WaitHleEvent, ///< Waiting due to an HLE handler pausing the thread Dormant, ///< Created but not yet made ready Dead ///< Run to completion, or forcefully terminated }; enum class ThreadWakeupReason { Signal, // The thread was woken up by WakeupAllWaitingThreads due to an object signal. Timeout // The thread was woken up due to a wait timeout. }; class ThreadManager { public: /** * Creates a new thread ID * @return The new thread ID */ u32 NewThreadId(); private: u32 next_thread_id = 1; }; class Thread final : public WaitObject { public: std::string GetName() const override { return name; } std::string GetTypeName() const override { return "Thread"; } static const HandleType HANDLE_TYPE = HandleType::Thread; HandleType GetHandleType() const override { return HANDLE_TYPE; } bool ShouldWait(Thread* thread) const override; void Acquire(Thread* thread) override; /** * Gets the thread's current priority * @return The current thread's priority */ u32 GetPriority() const { return current_priority; } /** * Sets the thread's current priority * @param priority The new priority */ void SetPriority(u32 priority); /** * Boost's a thread's priority to the best priority among the thread's held mutexes. * This prevents priority inversion via priority inheritance. */ void UpdatePriority(); /** * Temporarily boosts the thread's priority until the next time it is scheduled * @param priority The new priority */ void BoostPriority(u32 priority); /** * Gets the thread's thread ID * @return The thread's ID */ u32 GetThreadId() const { return thread_id; } /** * Resumes a thread from waiting */ void ResumeFromWait(); /** * Schedules an event to wake up the specified thread after the specified delay * @param nanoseconds The time this thread will be allowed to sleep for */ void WakeAfterDelay(s64 nanoseconds); /** * Sets the result after the thread awakens (from either WaitSynchronization SVC) * @param result Value to set to the returned result */ void SetWaitSynchronizationResult(ResultCode result); /** * Sets the output parameter value after the thread awakens (from WaitSynchronizationN SVC only) * @param output Value to set to the output parameter */ void SetWaitSynchronizationOutput(s32 output); /** * Retrieves the index that this particular object occupies in the list of objects * that the thread passed to WaitSynchronizationN, starting the search from the last element. * It is used to set the output value of WaitSynchronizationN when the thread is awakened. * When a thread wakes up due to an object signal, the kernel will use the index of the last * matching object in the wait objects list in case of having multiple instances of the same * object in the list. * @param object Object to query the index of. */ s32 GetWaitObjectIndex(WaitObject* object) const; /** * Stops a thread, invalidating it from further use */ void Stop(); /* * Returns the Thread Local Storage address of the current thread * @returns VAddr of the thread's TLS */ VAddr GetTLSAddress() const { return tls_address; } /* * Returns the address of the current thread's command buffer, located in the TLS. * @returns VAddr of the thread's command buffer. */ VAddr GetCommandBufferAddress() const; /** * Returns whether this thread is waiting for all the objects in * its wait list to become ready, as a result of a WaitSynchronizationN call * with wait_all = true. */ bool IsSleepingOnWaitAll() const { return status == ThreadStatus::WaitSynchAll; } std::unique_ptr context; u32 thread_id; ThreadStatus status; VAddr entry_point; VAddr stack_top; u32 nominal_priority; ///< Nominal thread priority, as set by the emulated application u32 current_priority; ///< Current thread priority, can be temporarily changed u64 last_running_ticks; ///< CPU tick when thread was last running s32 processor_id; VAddr tls_address; ///< Virtual address of the Thread Local Storage of the thread /// Mutexes currently held by this thread, which will be released when it exits. boost::container::flat_set> held_mutexes; /// Mutexes that this thread is currently waiting for. boost::container::flat_set> pending_mutexes; Process* owner_process; ///< Process that owns this thread /// Objects that the thread is waiting on, in the same order as they were // passed to WaitSynchronization1/N. std::vector> wait_objects; VAddr wait_address; ///< If waiting on an AddressArbiter, this is the arbitration address std::string name; using WakeupCallback = void(ThreadWakeupReason reason, SharedPtr thread, SharedPtr object); // Callback that will be invoked when the thread is resumed from a waiting state. If the thread // was waiting via WaitSynchronizationN then the object will be the last object that became // available. In case of a timeout, the object will be nullptr. std::function wakeup_callback; private: explicit Thread(KernelSystem&); ~Thread() override; ThreadManager& thread_manager; friend class KernelSystem; }; /** * Sets up the primary application thread * @param kernel The kernel instance on which the thread is created * @param entry_point The address at which the thread should start execution * @param priority The priority to give the main thread * @param owner_process The parent process for the main thread * @return A shared pointer to the main thread */ SharedPtr SetupMainThread(KernelSystem& kernel, u32 entry_point, u32 priority, SharedPtr owner_process); /** * 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(); /** * Arbitrate the highest priority thread that is waiting * @param address The address for which waiting threads should be arbitrated */ Thread* ArbitrateHighestPriorityThread(u32 address); /** * Arbitrate all threads currently waiting. * @param address The address for which waiting threads should be arbitrated */ void ArbitrateAllThreads(u32 address); /** * Gets the current thread */ Thread* GetCurrentThread(); /** * Waits the current thread on a sleep */ void WaitCurrentThread_Sleep(); /** * Stops the current thread and removes it from the thread_list */ void ExitCurrentThread(); /** * Initialize threading */ void ThreadingInit(); /** * Shutdown threading */ void ThreadingShutdown(); /** * Get a const reference to the thread list for debug use */ const std::vector>& GetThreadList(); } // namespace Kernel