2018-02-18 14:58:40 -05:00
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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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#pragma once
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2018-05-07 22:12:45 -04:00
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#include <mutex>
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#include <vector>
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#include "common/common_types.h"
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#include "common/multi_level_queue.h"
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/thread.h"
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2018-08-24 21:43:32 -04:00
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namespace Core {
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class ARM_Interface;
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class System;
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} // namespace Core
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namespace Kernel {
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class Process;
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class GlobalScheduler final {
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public:
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static constexpr u32 NUM_CPU_CORES = 4;
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explicit GlobalScheduler(Core::System& system);
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~GlobalScheduler();
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/// Adds a new thread to the scheduler
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void AddThread(SharedPtr<Thread> thread);
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/// Removes a thread from the scheduler
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void RemoveThread(const Thread* thread);
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/// Returns a list of all threads managed by the scheduler
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const std::vector<SharedPtr<Thread>>& GetThreadList() const {
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return thread_list;
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}
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// Add a thread to the suggested queue of a cpu core. Suggested threads may be
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// picked if no thread is scheduled to run on the core.
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void Suggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].add(thread, priority);
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}
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// Remove a thread to the suggested queue of a cpu core. Suggested threads may be
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// picked if no thread is scheduled to run on the core.
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void Unsuggest(u32 priority, u32 core, Thread* thread) {
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suggested_queue[core].remove(thread, priority);
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}
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// Add a thread to the scheduling queue of a cpu core. The thread is added at the
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// back the queue in its priority level
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void Schedule(u32 priority, u32 core, Thread* thread);
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// Add a thread to the scheduling queue of a cpu core. The thread is added at the
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// front the queue in its priority level
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void SchedulePrepend(u32 priority, u32 core, Thread* thread);
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// Reschedule an already scheduled thread based on a new priority
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void Reschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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scheduled_queue[core].add(thread, priority);
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}
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// Unschedule a thread.
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void Unschedule(u32 priority, u32 core, Thread* thread) {
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scheduled_queue[core].remove(thread, priority);
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}
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// Transfers a thread into an specific core. If the destination_core is -1
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// it will be unscheduled from its source code and added into its suggested
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// queue.
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void TransferToCore(u32 priority, s32 destination_core, Thread* thread) {
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const bool schedulable = thread->GetPriority() < THREADPRIO_COUNT;
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const s32 source_core = thread->GetProcessorID();
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if (source_core == destination_core || !schedulable) {
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return;
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}
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thread->SetProcessorID(destination_core);
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if (source_core >= 0) {
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Unschedule(priority, source_core, thread);
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}
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if (destination_core >= 0) {
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Unsuggest(priority, destination_core, thread);
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Schedule(priority, destination_core, thread);
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}
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if (source_core >= 0) {
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Suggest(priority, source_core, thread);
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}
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}
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/*
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* UnloadThread selects a core and forces it to unload its current thread's context
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*/
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void UnloadThread(s32 core);
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/*
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* SelectThread takes care of selecting the new scheduled thread.
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* It does it in 3 steps:
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* - First a thread is selected from the top of the priority queue. If no thread
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* is obtained then we move to step two, else we are done.
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* - Second we try to get a suggested thread that's not assigned to any core or
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* that is not the top thread in that core.
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* - Third is no suggested thread is found, we do a second pass and pick a running
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* thread in another core and swap it with its current thread.
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*/
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void SelectThread(u32 core);
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bool HaveReadyThreads(u32 core_id) const {
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return !scheduled_queue[core_id].empty();
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}
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/*
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* YieldThread takes a thread and moves it to the back of the it's priority list
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThread(Thread* thread);
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/*
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* YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list.
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* Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or
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* a better priority than the next thread in the core.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThreadAndBalanceLoad(Thread* thread);
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/*
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* YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue
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* and into the suggested queue. If no thread can be squeduled afterwards in that core,
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* a suggested thread is obtained instead.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThreadAndWaitForLoadBalancing(Thread* thread);
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u32 CpuCoresCount() const {
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return NUM_CPU_CORES;
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}
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void SetReselectionPending() {
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reselection_pending.store(true, std::memory_order_release);
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}
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bool IsReselectionPending() const {
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return reselection_pending.load();
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}
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private:
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void AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner);
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static constexpr u32 min_regular_priority = 2;
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std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> scheduled_queue;
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std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> suggested_queue;
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std::atomic<bool> reselection_pending;
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/// Lists all thread ids that aren't deleted/etc.
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std::vector<SharedPtr<Thread>> thread_list;
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Core::System& system;
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};
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class Scheduler final {
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public:
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explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, const u32 core_id);
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~Scheduler();
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/// Returns whether there are any threads that are ready to run.
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bool HaveReadyThreads() const;
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/// Reschedules to the next available thread (call after current thread is suspended)
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void TryDoContextSwitch();
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void UnloadThread();
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void SelectThreads();
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/// Gets the current running thread
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Thread* GetCurrentThread() const;
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Thread* GetSelectedThread() const;
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/// Gets the timestamp for the last context switch in ticks.
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u64 GetLastContextSwitchTicks() const;
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bool ContextSwitchPending() const {
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return context_switch_pending;
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}
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private:
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friend class GlobalScheduler;
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/**
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* Switches the CPU's active thread context to that of the specified thread
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* @param new_thread The thread to switch to
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*/
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void SwitchContext();
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/**
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* Called on every context switch to update the internal timestamp
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* This also updates the running time ticks for the given thread and
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* process using the following difference:
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*
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* ticks += most_recent_ticks - last_context_switch_ticks
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*
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* The internal tick timestamp for the scheduler is simply the
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* most recent tick count retrieved. No special arithmetic is
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* applied to it.
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*/
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void UpdateLastContextSwitchTime(Thread* thread, Process* process);
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SharedPtr<Thread> current_thread = nullptr;
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SharedPtr<Thread> selected_thread = nullptr;
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Core::System& system;
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Core::ARM_Interface& cpu_core;
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u64 last_context_switch_time = 0;
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u64 idle_selection_count = 0;
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const u32 core_id;
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bool context_switch_pending = false;
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};
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} // namespace Kernel
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