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src/core/hle/kernel/k_scheduler.h
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201
src/core/hle/kernel/k_scheduler.h
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// Copyright 2020 yuzu Emulator Project
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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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// This file references various implementation details from Atmosphere, an open-source firmware for
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// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
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#pragma once
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#include <atomic>
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#include "common/common_types.h"
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#include "common/spin_lock.h"
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#include "core/hle/kernel/global_scheduler_context.h"
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#include "core/hle/kernel/k_priority_queue.h"
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#include "core/hle/kernel/k_scheduler_lock.h"
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#include "core/hle/kernel/k_scoped_lock.h"
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namespace Common {
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class Fiber;
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}
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namespace Core {
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class System;
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}
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namespace Kernel {
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class KernelCore;
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class Process;
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class SchedulerLock;
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class Thread;
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class KScheduler final {
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public:
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explicit KScheduler(Core::System& system, std::size_t core_id);
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~KScheduler();
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/// Reschedules to the next available thread (call after current thread is suspended)
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void RescheduleCurrentCore();
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/// Reschedules cores pending reschedule, to be called on EnableScheduling.
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static void RescheduleCores(KernelCore& kernel, u64 cores_pending_reschedule,
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Core::EmuThreadHandle global_thread);
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/// The next two are for SingleCore Only.
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/// Unload current thread before preempting core.
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void Unload(Thread* thread);
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/// Reload current thread after core preemption.
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void Reload(Thread* thread);
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/// Gets the current running thread
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[[nodiscard]] Thread* GetCurrentThread() const;
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/// Gets the timestamp for the last context switch in ticks.
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[[nodiscard]] u64 GetLastContextSwitchTicks() const;
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[[nodiscard]] bool ContextSwitchPending() const {
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return state.needs_scheduling.load(std::memory_order_relaxed);
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}
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void Initialize();
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void OnThreadStart();
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[[nodiscard]] std::shared_ptr<Common::Fiber>& ControlContext() {
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return switch_fiber;
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}
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[[nodiscard]] const std::shared_ptr<Common::Fiber>& ControlContext() const {
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return switch_fiber;
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}
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[[nodiscard]] u64 UpdateHighestPriorityThread(Thread* highest_thread);
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/**
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* Takes a thread and moves it to the back of the it's priority list.
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*
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* @note This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldWithoutCoreMigration();
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/**
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* 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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*
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* @note This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldWithCoreMigration();
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/**
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* 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 scheduled afterwards in that core,
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* a suggested thread is obtained instead.
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*
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* @note This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldToAnyThread();
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/// Notify the scheduler a thread's status has changed.
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static void OnThreadStateChanged(KernelCore& kernel, Thread* thread, u32 old_state);
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/// Notify the scheduler a thread's priority has changed.
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static void OnThreadPriorityChanged(KernelCore& kernel, Thread* thread, Thread* current_thread,
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u32 old_priority);
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/// Notify the scheduler a thread's core and/or affinity mask has changed.
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static void OnThreadAffinityMaskChanged(KernelCore& kernel, Thread* thread,
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const KAffinityMask& old_affinity, s32 old_core);
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static bool CanSchedule(KernelCore& kernel);
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static bool IsSchedulerUpdateNeeded(const KernelCore& kernel);
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static void SetSchedulerUpdateNeeded(KernelCore& kernel);
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static void ClearSchedulerUpdateNeeded(KernelCore& kernel);
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static void DisableScheduling(KernelCore& kernel);
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static void EnableScheduling(KernelCore& kernel, u64 cores_needing_scheduling,
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Core::EmuThreadHandle global_thread);
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[[nodiscard]] static u64 UpdateHighestPriorityThreads(KernelCore& kernel);
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private:
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friend class GlobalSchedulerContext;
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/**
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* Takes care of selecting the new scheduled threads in three steps:
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*
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* 1. 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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*
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* 2. 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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*
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* 3. 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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* returns the cores needing scheduling.
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*/
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[[nodiscard]] static u64 UpdateHighestPriorityThreadsImpl(KernelCore& kernel);
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[[nodiscard]] static KSchedulerPriorityQueue& GetPriorityQueue(KernelCore& kernel);
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void RotateScheduledQueue(s32 core_id, s32 priority);
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void Schedule() {
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ASSERT(GetCurrentThread()->GetDisableDispatchCount() == 1);
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this->ScheduleImpl();
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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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void ScheduleImpl();
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/// When a thread wakes up, it must run this through it's new scheduler
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void SwitchContextStep2();
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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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static void OnSwitch(void* this_scheduler);
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void SwitchToCurrent();
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Thread* current_thread{};
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Thread* idle_thread{};
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std::shared_ptr<Common::Fiber> switch_fiber{};
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struct SchedulingState {
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std::atomic<bool> needs_scheduling;
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bool interrupt_task_thread_runnable{};
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bool should_count_idle{};
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u64 idle_count{};
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Thread* highest_priority_thread{};
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void* idle_thread_stack{};
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};
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SchedulingState state;
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Core::System& system;
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u64 last_context_switch_time{};
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const std::size_t core_id;
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Common::SpinLock guard{};
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};
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class KScopedSchedulerLock : KScopedLock<GlobalSchedulerContext::LockType> {
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public:
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explicit KScopedSchedulerLock(KernelCore& kernel);
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~KScopedSchedulerLock();
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};
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} // namespace Kernel
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