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+// Copyright 2018 yuzu emulator team
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+// Licensed under GPLv2 or any later version
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+// Refer to the license.txt file included.
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+
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+#include "core/core_timing.h"
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+#include "core/hle/kernel/process.h"
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+#include "core/hle/kernel/scheduler.h"
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+
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+namespace Kernel {
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+
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+Scheduler::Scheduler(std::shared_ptr<ARM_Interface> cpu_core) : cpu_core(cpu_core) {}
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+
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+Scheduler::~Scheduler() {
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+ for (auto& thread : thread_list) {
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+ thread->Stop();
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+ }
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+}
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+
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+bool Scheduler::HaveReadyThreads() {
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+ return ready_queue.get_first() != nullptr;
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+}
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+
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+Thread* Scheduler::GetCurrentThread() const {
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+ return current_thread.get();
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+}
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+
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+Thread* Scheduler::PopNextReadyThread() {
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+ Thread* next = nullptr;
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+ Thread* thread = GetCurrentThread();
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+
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+ if (thread && thread->status == THREADSTATUS_RUNNING) {
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+ // We have to do better than the current thread.
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+ // This call returns null when that's not possible.
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+ next = ready_queue.pop_first_better(thread->current_priority);
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+ if (!next) {
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+ // Otherwise just keep going with the current thread
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+ next = thread;
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+ }
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+ } else {
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+ next = ready_queue.pop_first();
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+ }
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+
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+ return next;
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+}
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+
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+void Scheduler::SwitchContext(Thread* new_thread) {
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+ Thread* previous_thread = GetCurrentThread();
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+
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+ // Save context for previous thread
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+ if (previous_thread) {
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+ previous_thread->last_running_ticks = CoreTiming::GetTicks();
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+ cpu_core->SaveContext(previous_thread->context);
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+
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+ if (previous_thread->status == THREADSTATUS_RUNNING) {
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+ // This is only the case when a reschedule is triggered without the current thread
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+ // yielding execution (i.e. an event triggered, system core time-sliced, etc)
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+ ready_queue.push_front(previous_thread->current_priority, previous_thread);
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+ previous_thread->status = THREADSTATUS_READY;
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+ }
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+ }
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+
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+ // Load context of new thread
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+ if (new_thread) {
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+ ASSERT_MSG(new_thread->status == THREADSTATUS_READY,
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+ "Thread must be ready to become running.");
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+
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+ // Cancel any outstanding wakeup events for this thread
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+ new_thread->CancelWakeupTimer();
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+
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+ auto previous_process = Kernel::g_current_process;
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+
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+ current_thread = new_thread;
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+
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+ ready_queue.remove(new_thread->current_priority, new_thread);
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+ new_thread->status = THREADSTATUS_RUNNING;
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+
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+ if (previous_process != current_thread->owner_process) {
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+ Kernel::g_current_process = current_thread->owner_process;
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+ SetCurrentPageTable(&Kernel::g_current_process->vm_manager.page_table);
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+ }
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+
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+ cpu_core->LoadContext(new_thread->context);
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+ cpu_core->SetTlsAddress(new_thread->GetTLSAddress());
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+ } else {
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+ current_thread = nullptr;
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+ // Note: We do not reset the current process and current page table when idling because
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+ // technically we haven't changed processes, our threads are just paused.
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+ }
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+}
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+
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+void Scheduler::Reschedule() {
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+ Thread* cur = GetCurrentThread();
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+ Thread* next = PopNextReadyThread();
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+
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+ if (cur && next) {
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+ LOG_TRACE(Kernel, "context switch %u -> %u", cur->GetObjectId(), next->GetObjectId());
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+ } else if (cur) {
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+ LOG_TRACE(Kernel, "context switch %u -> idle", cur->GetObjectId());
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+ } else if (next) {
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+ LOG_TRACE(Kernel, "context switch idle -> %u", next->GetObjectId());
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+ }
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+
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+ SwitchContext(next);
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+}
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+
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+void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
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+ thread_list.push_back(thread);
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+ ready_queue.prepare(priority);
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+}
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+
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+void Scheduler::RemoveThread(Thread* thread) {
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+ thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
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+ thread_list.end());
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+}
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+
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+void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
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+ ASSERT(thread->status == THREADSTATUS_READY);
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+ ready_queue.push_back(priority, thread);
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+}
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+
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+void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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+ ASSERT(thread->status == THREADSTATUS_READY);
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+ ready_queue.remove(priority, thread);
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+}
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+
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+void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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+ // If thread was ready, adjust queues
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+ if (thread->status == THREADSTATUS_READY)
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+ ready_queue.move(thread, thread->current_priority, priority);
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+ else
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+ ready_queue.prepare(priority);
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+}
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+
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+} // namespace Kernel
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