Thread scheduler rewrite (#393)
* Started to rewrite the thread scheduler * Add a single core-like scheduling mode, enabled by default * Clear exclusive monitor on context switch * Add SetThreadActivity, misc fixes * Implement WaitForAddress and SignalToAddress svcs, misc fixes * Misc fixes (on SetActivity and Arbiter), other tweaks * Rebased * Add missing null check * Rename multicore key on config, fix UpdatePriorityInheritance * Make scheduling data MLQs private * nit: Ordering
This commit is contained in:
parent
33e2810ef3
commit
b8133c1997
57 changed files with 3262 additions and 1540 deletions
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@ -1,98 +1,883 @@
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using ChocolArm64;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using static Ryujinx.HLE.HOS.ErrorCode;
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namespace Ryujinx.HLE.HOS.Kernel
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{
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class KThread : KSynchronizationObject
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class KThread : KSynchronizationObject, IKFutureSchedulerObject
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{
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public AThread Thread { get; private set; }
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public AThread Context { get; private set; }
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public int CoreMask { get; set; }
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public long MutexAddress { get; set; }
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public long CondVarAddress { get; set; }
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public long ArbiterWaitAddress { get; set; }
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public bool CondVarSignaled { get; set; }
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public bool ArbiterSignaled { get; set; }
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private Process Process;
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public List<KThread> MutexWaiters { get; private set; }
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public KThread MutexOwner { get; set; }
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public int ActualPriority { get; private set; }
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public int WantedPriority { get; private set; }
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public int ActualCore { get; set; }
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public int ProcessorId { get; set; }
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public int IdealCore { get; set; }
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public int WaitHandle { get; set; }
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public long LastPc { get; set; }
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public long AffinityMask { get; set; }
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public int ThreadId { get; private set; }
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public KSynchronizationObject SignaledObj;
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public long CondVarAddress { get; set; }
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public long MutexAddress { get; set; }
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public Process Owner { get; private set; }
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public long LastScheduledTicks { get; set; }
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public LinkedListNode<KThread>[] SiblingsPerCore { get; private set; }
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private LinkedListNode<KThread> WithholderNode;
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private LinkedList<KThread> MutexWaiters;
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private LinkedListNode<KThread> MutexWaiterNode;
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public KThread MutexOwner { get; private set; }
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public int ThreadHandleForUserMutex { get; set; }
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private ThreadSchedState ForcePauseFlags;
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public int ObjSyncResult { get; set; }
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public int DynamicPriority { get; set; }
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public int CurrentCore { get; set; }
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public int BasePriority { get; set; }
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public int PreferredCore { get; set; }
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private long AffinityMaskOverride;
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private int PreferredCoreOverride;
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private int AffinityOverrideCount;
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public ThreadSchedState SchedFlags { get; private set; }
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public bool ShallBeTerminated { get; private set; }
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public bool SyncCancelled { get; set; }
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public bool WaitingSync { get; set; }
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private bool HasExited;
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public bool WaitingInArbitration { get; set; }
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private KScheduler Scheduler;
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private KSchedulingData SchedulingData;
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public long LastPc { get; set; }
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public KThread(
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AThread Thread,
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Process Process,
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Horizon System,
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int ProcessorId,
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int Priority,
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int ThreadId)
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int ThreadId) : base(System)
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{
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this.Thread = Thread;
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this.Process = Process;
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this.ProcessorId = ProcessorId;
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this.IdealCore = ProcessorId;
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this.ThreadId = ThreadId;
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this.ThreadId = ThreadId;
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MutexWaiters = new List<KThread>();
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Context = Thread;
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Owner = Process;
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PreferredCore = ProcessorId;
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Scheduler = System.Scheduler;
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SchedulingData = System.Scheduler.SchedulingData;
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CoreMask = 1 << ProcessorId;
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SiblingsPerCore = new LinkedListNode<KThread>[KScheduler.CpuCoresCount];
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ActualPriority = WantedPriority = Priority;
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MutexWaiters = new LinkedList<KThread>();
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AffinityMask = 1 << ProcessorId;
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DynamicPriority = BasePriority = Priority;
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CurrentCore = PreferredCore;
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}
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public long Start()
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{
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long Result = MakeError(ErrorModule.Kernel, KernelErr.ThreadTerminating);
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System.CriticalSectionLock.Lock();
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if (!ShallBeTerminated)
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{
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KThread CurrentThread = System.Scheduler.GetCurrentThread();
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while (SchedFlags != ThreadSchedState.TerminationPending &&
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CurrentThread.SchedFlags != ThreadSchedState.TerminationPending &&
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!CurrentThread.ShallBeTerminated)
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{
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if ((SchedFlags & ThreadSchedState.LowNibbleMask) != ThreadSchedState.None)
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{
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Result = MakeError(ErrorModule.Kernel, KernelErr.InvalidState);
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break;
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}
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if (CurrentThread.ForcePauseFlags == ThreadSchedState.None)
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{
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if (Owner != null && ForcePauseFlags != ThreadSchedState.None)
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{
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CombineForcePauseFlags();
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}
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SetNewSchedFlags(ThreadSchedState.Running);
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Result = 0;
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break;
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}
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else
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{
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CurrentThread.CombineForcePauseFlags();
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System.CriticalSectionLock.Unlock();
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System.CriticalSectionLock.Lock();
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if (CurrentThread.ShallBeTerminated)
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{
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break;
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}
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}
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}
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}
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System.CriticalSectionLock.Unlock();
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return Result;
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}
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public void Exit()
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{
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System.CriticalSectionLock.Lock();
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ForcePauseFlags &= ~ThreadSchedState.ExceptionalMask;
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ExitImpl();
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System.CriticalSectionLock.Unlock();
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}
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private void ExitImpl()
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{
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System.CriticalSectionLock.Lock();
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SetNewSchedFlags(ThreadSchedState.TerminationPending);
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HasExited = true;
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Signal();
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System.CriticalSectionLock.Unlock();
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}
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public long Sleep(long Timeout)
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{
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System.CriticalSectionLock.Lock();
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if (ShallBeTerminated || SchedFlags == ThreadSchedState.TerminationPending)
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{
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System.CriticalSectionLock.Unlock();
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return MakeError(ErrorModule.Kernel, KernelErr.ThreadTerminating);
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}
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SetNewSchedFlags(ThreadSchedState.Paused);
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if (Timeout > 0)
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{
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System.TimeManager.ScheduleFutureInvocation(this, Timeout);
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}
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System.CriticalSectionLock.Unlock();
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if (Timeout > 0)
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{
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System.TimeManager.UnscheduleFutureInvocation(this);
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}
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return 0;
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}
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public void Yield()
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{
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System.CriticalSectionLock.Lock();
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if (SchedFlags != ThreadSchedState.Running)
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{
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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return;
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}
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if (DynamicPriority < KScheduler.PrioritiesCount)
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{
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//Move current thread to the end of the queue.
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SchedulingData.Reschedule(DynamicPriority, CurrentCore, this);
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}
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Scheduler.ThreadReselectionRequested = true;
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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}
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public void YieldWithLoadBalancing()
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{
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int Prio = DynamicPriority;
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int Core = CurrentCore;
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System.CriticalSectionLock.Lock();
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if (SchedFlags != ThreadSchedState.Running)
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{
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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return;
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}
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KThread NextThreadOnCurrentQueue = null;
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if (DynamicPriority < KScheduler.PrioritiesCount)
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{
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//Move current thread to the end of the queue.
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SchedulingData.Reschedule(Prio, Core, this);
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Func<KThread, bool> Predicate = x => x.DynamicPriority == Prio;
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NextThreadOnCurrentQueue = SchedulingData.ScheduledThreads(Core).FirstOrDefault(Predicate);
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}
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IEnumerable<KThread> SuitableCandidates()
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{
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foreach (KThread Thread in SchedulingData.SuggestedThreads(Core))
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{
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int SrcCore = Thread.CurrentCore;
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if (SrcCore >= 0)
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{
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KThread SelectedSrcCore = Scheduler.CoreContexts[SrcCore].SelectedThread;
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if (SelectedSrcCore == Thread || ((SelectedSrcCore?.DynamicPriority ?? 2) < 2))
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{
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continue;
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}
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}
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//If the candidate was scheduled after the current thread, then it's not worth it,
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//unless the priority is higher than the current one.
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if (NextThreadOnCurrentQueue.LastScheduledTicks >= Thread.LastScheduledTicks ||
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NextThreadOnCurrentQueue.DynamicPriority < Thread.DynamicPriority)
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{
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yield return Thread;
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}
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}
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}
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KThread Dst = SuitableCandidates().FirstOrDefault(x => x.DynamicPriority <= Prio);
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if (Dst != null)
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{
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SchedulingData.TransferToCore(Dst.DynamicPriority, Core, Dst);
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Scheduler.ThreadReselectionRequested = true;
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}
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if (this != NextThreadOnCurrentQueue)
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{
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Scheduler.ThreadReselectionRequested = true;
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}
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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}
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public void YieldAndWaitForLoadBalancing()
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{
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System.CriticalSectionLock.Lock();
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if (SchedFlags != ThreadSchedState.Running)
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{
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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return;
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}
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int Core = CurrentCore;
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SchedulingData.TransferToCore(DynamicPriority, -1, this);
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KThread SelectedThread = null;
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if (!SchedulingData.ScheduledThreads(Core).Any())
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{
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foreach (KThread Thread in SchedulingData.SuggestedThreads(Core))
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{
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if (Thread.CurrentCore < 0)
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{
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continue;
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}
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KThread FirstCandidate = SchedulingData.ScheduledThreads(Thread.CurrentCore).FirstOrDefault();
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if (FirstCandidate == Thread)
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{
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continue;
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}
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if (FirstCandidate == null || FirstCandidate.DynamicPriority >= 2)
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{
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SchedulingData.TransferToCore(Thread.DynamicPriority, Core, Thread);
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SelectedThread = Thread;
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}
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break;
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}
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}
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if (SelectedThread != this)
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{
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Scheduler.ThreadReselectionRequested = true;
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}
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System.CriticalSectionLock.Unlock();
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System.Scheduler.ContextSwitch();
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}
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public void SetPriority(int Priority)
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{
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WantedPriority = Priority;
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System.CriticalSectionLock.Lock();
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UpdatePriority();
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BasePriority = Priority;
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UpdatePriorityInheritance();
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System.CriticalSectionLock.Unlock();
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}
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public void UpdatePriority()
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public long SetActivity(bool Pause)
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{
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bool PriorityChanged;
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long Result = 0;
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lock (Process.ThreadSyncLock)
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System.CriticalSectionLock.Lock();
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ThreadSchedState LowNibble = SchedFlags & ThreadSchedState.LowNibbleMask;
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if (LowNibble != ThreadSchedState.Paused && LowNibble != ThreadSchedState.Running)
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{
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int OldPriority = ActualPriority;
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System.CriticalSectionLock.Unlock();
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int CurrPriority = WantedPriority;
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return MakeError(ErrorModule.Kernel, KernelErr.InvalidState);
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}
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foreach (KThread Thread in MutexWaiters)
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System.CriticalSectionLock.Lock();
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if (!ShallBeTerminated && SchedFlags != ThreadSchedState.TerminationPending)
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{
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if (Pause)
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{
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int WantedPriority = Thread.WantedPriority;
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if (CurrPriority > WantedPriority)
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//Pause, the force pause flag should be clear (thread is NOT paused).
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if ((ForcePauseFlags & ThreadSchedState.ForcePauseFlag) == 0)
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{
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CurrPriority = WantedPriority;
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ForcePauseFlags |= ThreadSchedState.ForcePauseFlag;
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CombineForcePauseFlags();
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}
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else
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{
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Result = MakeError(ErrorModule.Kernel, KernelErr.InvalidState);
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}
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}
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else
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{
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//Unpause, the force pause flag should be set (thread is paused).
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if ((ForcePauseFlags & ThreadSchedState.ForcePauseFlag) != 0)
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{
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ThreadSchedState OldForcePauseFlags = ForcePauseFlags;
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PriorityChanged = CurrPriority != OldPriority;
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ForcePauseFlags &= ~ThreadSchedState.ForcePauseFlag;
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ActualPriority = CurrPriority;
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if ((OldForcePauseFlags & ~ThreadSchedState.ForcePauseFlag) == ThreadSchedState.None)
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{
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ThreadSchedState OldSchedFlags = SchedFlags;
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SchedFlags &= ThreadSchedState.LowNibbleMask;
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AdjustScheduling(OldSchedFlags);
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}
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}
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else
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{
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Result = MakeError(ErrorModule.Kernel, KernelErr.InvalidState);
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}
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}
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}
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if (PriorityChanged)
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System.CriticalSectionLock.Unlock();
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System.CriticalSectionLock.Unlock();
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return Result;
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}
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public void CancelSynchronization()
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{
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System.CriticalSectionLock.Lock();
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if ((SchedFlags & ThreadSchedState.LowNibbleMask) != ThreadSchedState.Paused || !WaitingSync)
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{
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Process.Scheduler.Resort(this);
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MutexOwner?.UpdatePriority();
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SyncCancelled = true;
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}
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else if (WithholderNode != null)
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{
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System.Withholders.Remove(WithholderNode);
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SetNewSchedFlags(ThreadSchedState.Running);
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WithholderNode = null;
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SyncCancelled = true;
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}
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else
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{
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SignaledObj = null;
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ObjSyncResult = (int)MakeError(ErrorModule.Kernel, KernelErr.Cancelled);
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SetNewSchedFlags(ThreadSchedState.Running);
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SyncCancelled = false;
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}
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System.CriticalSectionLock.Unlock();
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}
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public long SetCoreAndAffinityMask(int NewCore, long NewAffinityMask)
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{
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System.CriticalSectionLock.Lock();
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bool UseOverride = AffinityOverrideCount != 0;
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|
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//The value -3 is "do not change the preferred core".
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if (NewCore == -3)
|
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{
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NewCore = UseOverride ? PreferredCoreOverride : PreferredCore;
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|
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if ((NewAffinityMask & (1 << NewCore)) == 0)
|
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{
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System.CriticalSectionLock.Unlock();
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|
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return MakeError(ErrorModule.Kernel, KernelErr.InvalidMaskValue);
|
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}
|
||||
}
|
||||
|
||||
if (UseOverride)
|
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{
|
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PreferredCoreOverride = NewCore;
|
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AffinityMaskOverride = NewAffinityMask;
|
||||
}
|
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else
|
||||
{
|
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long OldAffinityMask = AffinityMask;
|
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|
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PreferredCore = NewCore;
|
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AffinityMask = NewAffinityMask;
|
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|
||||
if (OldAffinityMask != NewAffinityMask)
|
||||
{
|
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int OldCore = CurrentCore;
|
||||
|
||||
if (CurrentCore >= 0 && ((AffinityMask >> CurrentCore) & 1) == 0)
|
||||
{
|
||||
if (PreferredCore < 0)
|
||||
{
|
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CurrentCore = HighestSetCore(AffinityMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentCore = PreferredCore;
|
||||
}
|
||||
}
|
||||
|
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AdjustSchedulingForNewAffinity(OldAffinityMask, OldCore);
|
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}
|
||||
}
|
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|
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System.CriticalSectionLock.Unlock();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static int HighestSetCore(long Mask)
|
||||
{
|
||||
for (int Core = KScheduler.CpuCoresCount - 1; Core >= 0; Core--)
|
||||
{
|
||||
if (((Mask >> Core) & 1) != 0)
|
||||
{
|
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return Core;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void CombineForcePauseFlags()
|
||||
{
|
||||
ThreadSchedState OldFlags = SchedFlags;
|
||||
ThreadSchedState LowNibble = SchedFlags & ThreadSchedState.LowNibbleMask;
|
||||
|
||||
SchedFlags = LowNibble | ForcePauseFlags;
|
||||
|
||||
AdjustScheduling(OldFlags);
|
||||
}
|
||||
|
||||
private void SetNewSchedFlags(ThreadSchedState NewFlags)
|
||||
{
|
||||
System.CriticalSectionLock.Lock();
|
||||
|
||||
ThreadSchedState OldFlags = SchedFlags;
|
||||
|
||||
SchedFlags = (OldFlags & ThreadSchedState.HighNibbleMask) | NewFlags;
|
||||
|
||||
if ((OldFlags & ThreadSchedState.LowNibbleMask) != NewFlags)
|
||||
{
|
||||
AdjustScheduling(OldFlags);
|
||||
}
|
||||
|
||||
System.CriticalSectionLock.Unlock();
|
||||
}
|
||||
|
||||
public void ReleaseAndResume()
|
||||
{
|
||||
System.CriticalSectionLock.Lock();
|
||||
|
||||
if ((SchedFlags & ThreadSchedState.LowNibbleMask) == ThreadSchedState.Paused)
|
||||
{
|
||||
if (WithholderNode != null)
|
||||
{
|
||||
System.Withholders.Remove(WithholderNode);
|
||||
|
||||
SetNewSchedFlags(ThreadSchedState.Running);
|
||||
|
||||
WithholderNode = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetNewSchedFlags(ThreadSchedState.Running);
|
||||
}
|
||||
}
|
||||
|
||||
System.CriticalSectionLock.Unlock();
|
||||
}
|
||||
|
||||
public void Reschedule(ThreadSchedState NewFlags)
|
||||
{
|
||||
System.CriticalSectionLock.Lock();
|
||||
|
||||
ThreadSchedState OldFlags = SchedFlags;
|
||||
|
||||
SchedFlags = (OldFlags & ThreadSchedState.HighNibbleMask) |
|
||||
(NewFlags & ThreadSchedState.LowNibbleMask);
|
||||
|
||||
AdjustScheduling(OldFlags);
|
||||
|
||||
System.CriticalSectionLock.Unlock();
|
||||
}
|
||||
|
||||
public void AddMutexWaiter(KThread Requester)
|
||||
{
|
||||
AddToMutexWaitersList(Requester);
|
||||
|
||||
Requester.MutexOwner = this;
|
||||
|
||||
UpdatePriorityInheritance();
|
||||
}
|
||||
|
||||
public void RemoveMutexWaiter(KThread Thread)
|
||||
{
|
||||
if (Thread.MutexWaiterNode?.List != null)
|
||||
{
|
||||
MutexWaiters.Remove(Thread.MutexWaiterNode);
|
||||
}
|
||||
|
||||
Thread.MutexOwner = null;
|
||||
|
||||
UpdatePriorityInheritance();
|
||||
}
|
||||
|
||||
public KThread RelinquishMutex(long MutexAddress, out int Count)
|
||||
{
|
||||
Count = 0;
|
||||
|
||||
if (MutexWaiters.First == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
KThread NewMutexOwner = null;
|
||||
|
||||
LinkedListNode<KThread> CurrentNode = MutexWaiters.First;
|
||||
|
||||
do
|
||||
{
|
||||
//Skip all threads that are not waiting for this mutex.
|
||||
while (CurrentNode != null && CurrentNode.Value.MutexAddress != MutexAddress)
|
||||
{
|
||||
CurrentNode = CurrentNode.Next;
|
||||
}
|
||||
|
||||
if (CurrentNode == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
LinkedListNode<KThread> NextNode = CurrentNode.Next;
|
||||
|
||||
MutexWaiters.Remove(CurrentNode);
|
||||
|
||||
CurrentNode.Value.MutexOwner = NewMutexOwner;
|
||||
|
||||
if (NewMutexOwner != null)
|
||||
{
|
||||
//New owner was already selected, re-insert on new owner list.
|
||||
NewMutexOwner.AddToMutexWaitersList(CurrentNode.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
//New owner not selected yet, use current thread.
|
||||
NewMutexOwner = CurrentNode.Value;
|
||||
}
|
||||
|
||||
Count++;
|
||||
|
||||
CurrentNode = NextNode;
|
||||
}
|
||||
while (CurrentNode != null);
|
||||
|
||||
if (NewMutexOwner != null)
|
||||
{
|
||||
UpdatePriorityInheritance();
|
||||
|
||||
NewMutexOwner.UpdatePriorityInheritance();
|
||||
}
|
||||
|
||||
return NewMutexOwner;
|
||||
}
|
||||
|
||||
private void UpdatePriorityInheritance()
|
||||
{
|
||||
//If any of the threads waiting for the mutex has
|
||||
//higher priority than the current thread, then
|
||||
//the current thread inherits that priority.
|
||||
int HighestPriority = BasePriority;
|
||||
|
||||
if (MutexWaiters.First != null)
|
||||
{
|
||||
int WaitingDynamicPriority = MutexWaiters.First.Value.DynamicPriority;
|
||||
|
||||
if (WaitingDynamicPriority < HighestPriority)
|
||||
{
|
||||
HighestPriority = WaitingDynamicPriority;
|
||||
}
|
||||
}
|
||||
|
||||
if (HighestPriority != DynamicPriority)
|
||||
{
|
||||
int OldPriority = DynamicPriority;
|
||||
|
||||
DynamicPriority = HighestPriority;
|
||||
|
||||
AdjustSchedulingForNewPriority(OldPriority);
|
||||
|
||||
if (MutexOwner != null)
|
||||
{
|
||||
//Remove and re-insert to ensure proper sorting based on new priority.
|
||||
MutexOwner.MutexWaiters.Remove(MutexWaiterNode);
|
||||
|
||||
MutexOwner.AddToMutexWaitersList(this);
|
||||
|
||||
MutexOwner.UpdatePriorityInheritance();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToMutexWaitersList(KThread Thread)
|
||||
{
|
||||
LinkedListNode<KThread> NextPrio = MutexWaiters.First;
|
||||
|
||||
int CurrentPriority = Thread.DynamicPriority;
|
||||
|
||||
while (NextPrio != null && NextPrio.Value.DynamicPriority <= CurrentPriority)
|
||||
{
|
||||
NextPrio = NextPrio.Next;
|
||||
}
|
||||
|
||||
if (NextPrio != null)
|
||||
{
|
||||
Thread.MutexWaiterNode = MutexWaiters.AddBefore(NextPrio, Thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
Thread.MutexWaiterNode = MutexWaiters.AddLast(Thread);
|
||||
}
|
||||
}
|
||||
|
||||
private void AdjustScheduling(ThreadSchedState OldFlags)
|
||||
{
|
||||
if (OldFlags == SchedFlags)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (OldFlags == ThreadSchedState.Running)
|
||||
{
|
||||
//Was running, now it's stopped.
|
||||
if (CurrentCore >= 0)
|
||||
{
|
||||
SchedulingData.Unschedule(DynamicPriority, CurrentCore, this);
|
||||
}
|
||||
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (Core != CurrentCore && ((AffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
SchedulingData.Unsuggest(DynamicPriority, Core, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (SchedFlags == ThreadSchedState.Running)
|
||||
{
|
||||
//Was stopped, now it's running.
|
||||
if (CurrentCore >= 0)
|
||||
{
|
||||
SchedulingData.Schedule(DynamicPriority, CurrentCore, this);
|
||||
}
|
||||
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (Core != CurrentCore && ((AffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
SchedulingData.Suggest(DynamicPriority, Core, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Scheduler.ThreadReselectionRequested = true;
|
||||
}
|
||||
|
||||
private void AdjustSchedulingForNewPriority(int OldPriority)
|
||||
{
|
||||
if (SchedFlags != ThreadSchedState.Running)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//Remove thread from the old priority queues.
|
||||
if (CurrentCore >= 0)
|
||||
{
|
||||
SchedulingData.Unschedule(OldPriority, CurrentCore, this);
|
||||
}
|
||||
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (Core != CurrentCore && ((AffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
SchedulingData.Unsuggest(OldPriority, Core, this);
|
||||
}
|
||||
}
|
||||
|
||||
//Add thread to the new priority queues.
|
||||
KThread CurrentThread = Scheduler.GetCurrentThread();
|
||||
|
||||
if (CurrentCore >= 0)
|
||||
{
|
||||
if (CurrentThread == this)
|
||||
{
|
||||
SchedulingData.SchedulePrepend(DynamicPriority, CurrentCore, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
SchedulingData.Schedule(DynamicPriority, CurrentCore, this);
|
||||
}
|
||||
}
|
||||
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (Core != CurrentCore && ((AffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
SchedulingData.Suggest(DynamicPriority, Core, this);
|
||||
}
|
||||
}
|
||||
|
||||
Scheduler.ThreadReselectionRequested = true;
|
||||
}
|
||||
|
||||
private void AdjustSchedulingForNewAffinity(long OldAffinityMask, int OldCore)
|
||||
{
|
||||
if (SchedFlags != ThreadSchedState.Running || DynamicPriority >= KScheduler.PrioritiesCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//Remove from old queues.
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (((OldAffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
if (Core == OldCore)
|
||||
{
|
||||
SchedulingData.Unschedule(DynamicPriority, Core, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
SchedulingData.Unsuggest(DynamicPriority, Core, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Insert on new queues.
|
||||
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
|
||||
{
|
||||
if (((AffinityMask >> Core) & 1) != 0)
|
||||
{
|
||||
if (Core == CurrentCore)
|
||||
{
|
||||
SchedulingData.Schedule(DynamicPriority, Core, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
SchedulingData.Suggest(DynamicPriority, Core, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Scheduler.ThreadReselectionRequested = true;
|
||||
}
|
||||
|
||||
public override bool IsSignaled()
|
||||
{
|
||||
return HasExited;
|
||||
}
|
||||
|
||||
public void ClearExclusive()
|
||||
{
|
||||
Owner.Memory.ClearExclusive(CurrentCore);
|
||||
}
|
||||
|
||||
public void TimeUp()
|
||||
{
|
||||
System.CriticalSectionLock.Lock();
|
||||
|
||||
SetNewSchedFlags(ThreadSchedState.Running);
|
||||
|
||||
System.CriticalSectionLock.Unlock();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue