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	Comment and reorganize the scheduler
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		 Fernando Sahmkow
					Fernando Sahmkow
				
			
				
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						 FernandoS27
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			 FernandoS27
						FernandoS27
					
				
			
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			| @@ -19,6 +19,11 @@ | ||||
|  | ||||
| namespace Kernel { | ||||
|  | ||||
| /* | ||||
|  * SelectThreads, Yield functions originally by TuxSH. | ||||
|  * licensed under GPLv2 or later under exception provided by the author. | ||||
|  */ | ||||
|  | ||||
| void GlobalScheduler::AddThread(SharedPtr<Thread> thread) { | ||||
|     thread_list.push_back(std::move(thread)); | ||||
| } | ||||
| @@ -29,15 +34,23 @@ void GlobalScheduler::RemoveThread(Thread* thread) { | ||||
| } | ||||
|  | ||||
| /* | ||||
|  * SelectThreads, Yield functions originally by TuxSH. | ||||
|  * licensed under GPLv2 or later under exception provided by the author. | ||||
|  * UnloadThread selects a core and forces it to unload its current thread's context | ||||
|  */ | ||||
|  | ||||
| void GlobalScheduler::UnloadThread(s32 core) { | ||||
|     Scheduler& sched = Core::System::GetInstance().Scheduler(core); | ||||
|     sched.UnloadThread(); | ||||
| } | ||||
|  | ||||
| /* | ||||
|  * SelectThread takes care of selecting the new scheduled thread. | ||||
|  * It does it in 3 steps: | ||||
|  * - First a thread is selected from the top of the priority queue. If no thread | ||||
|  * is obtained then we move to step two, else we are done. | ||||
|  * - Second we try to get a suggested thread that's not assigned to any core or | ||||
|  * that is not the top thread in that core. | ||||
|  * - Third is no suggested thread is found, we do a second pass and pick a running | ||||
|  * thread in another core and swap it with its current thread. | ||||
|  */ | ||||
| void GlobalScheduler::SelectThread(u32 core) { | ||||
|     auto update_thread = [](Thread* thread, Scheduler& sched) { | ||||
|         if (thread != sched.selected_thread) { | ||||
| @@ -51,105 +64,58 @@ void GlobalScheduler::SelectThread(u32 core) { | ||||
|     }; | ||||
|     Scheduler& sched = Core::System::GetInstance().Scheduler(core); | ||||
|     Thread* current_thread = nullptr; | ||||
|     // Step 1: Get top thread in schedule queue. | ||||
|     current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front(); | ||||
|     if (!current_thread) { | ||||
|         Thread* winner = nullptr; | ||||
|         std::set<s32> sug_cores; | ||||
|         for (auto thread : suggested_queue[core]) { | ||||
|             s32 this_core = thread->GetProcessorID(); | ||||
|             Thread* thread_on_core = nullptr; | ||||
|             if (this_core >= 0) { | ||||
|                 thread_on_core = scheduled_queue[this_core].front(); | ||||
|             } | ||||
|             if (this_core < 0 || thread != thread_on_core) { | ||||
|                 winner = thread; | ||||
|                 break; | ||||
|             } | ||||
|             sug_cores.insert(this_core); | ||||
|     if (current_thread) { | ||||
|         update_thread(current_thread, sched); | ||||
|         return; | ||||
|     } | ||||
|     // Step 2: Try selecting a suggested thread. | ||||
|     Thread* winner = nullptr; | ||||
|     std::set<s32> sug_cores; | ||||
|     for (auto thread : suggested_queue[core]) { | ||||
|         s32 this_core = thread->GetProcessorID(); | ||||
|         Thread* thread_on_core = nullptr; | ||||
|         if (this_core >= 0) { | ||||
|             thread_on_core = scheduled_queue[this_core].front(); | ||||
|         } | ||||
|         if (winner && winner->GetPriority() > 2) { | ||||
|             if (winner->IsRunning()) { | ||||
|                 UnloadThread(winner->GetProcessorID()); | ||||
|             } | ||||
|             TransferToCore(winner->GetPriority(), core, winner); | ||||
|             current_thread = winner; | ||||
|         } else { | ||||
|             for (auto& src_core : sug_cores) { | ||||
|                 auto it = scheduled_queue[src_core].begin(); | ||||
|                 it++; | ||||
|                 if (it != scheduled_queue[src_core].end()) { | ||||
|                     Thread* thread_on_core = scheduled_queue[src_core].front(); | ||||
|                     Thread* to_change = *it; | ||||
|                     if (thread_on_core->IsRunning() || to_change->IsRunning()) { | ||||
|                         UnloadThread(src_core); | ||||
|                     } | ||||
|                     TransferToCore(thread_on_core->GetPriority(), core, thread_on_core); | ||||
|                     current_thread = thread_on_core; | ||||
|                 } | ||||
|         if (this_core < 0 || thread != thread_on_core) { | ||||
|             winner = thread; | ||||
|             break; | ||||
|         } | ||||
|         sug_cores.insert(this_core); | ||||
|     } | ||||
|     // if we got a suggested thread, select it, else do a second pass. | ||||
|     if (winner && winner->GetPriority() > 2) { | ||||
|         if (winner->IsRunning()) { | ||||
|             UnloadThread(winner->GetProcessorID()); | ||||
|         } | ||||
|         TransferToCore(winner->GetPriority(), core, winner); | ||||
|         update_thread(winner, sched); | ||||
|         return; | ||||
|     } | ||||
|     // Step 3: Select a suggested thread from another core | ||||
|     for (auto& src_core : sug_cores) { | ||||
|         auto it = scheduled_queue[src_core].begin(); | ||||
|         it++; | ||||
|         if (it != scheduled_queue[src_core].end()) { | ||||
|             Thread* thread_on_core = scheduled_queue[src_core].front(); | ||||
|             Thread* to_change = *it; | ||||
|             if (thread_on_core->IsRunning() || to_change->IsRunning()) { | ||||
|                 UnloadThread(src_core); | ||||
|             } | ||||
|             TransferToCore(thread_on_core->GetPriority(), core, thread_on_core); | ||||
|             current_thread = thread_on_core; | ||||
|             break; | ||||
|         } | ||||
|     } | ||||
|     update_thread(current_thread, sched); | ||||
| } | ||||
|  | ||||
| void GlobalScheduler::SelectThreads() { | ||||
|     auto update_thread = [](Thread* thread, Scheduler& sched) { | ||||
|         if (thread != sched.selected_thread) { | ||||
|             if (thread == nullptr) { | ||||
|                 ++sched.idle_selection_count; | ||||
|             } | ||||
|             sched.selected_thread = thread; | ||||
|         } | ||||
|         sched.context_switch_pending = sched.selected_thread != sched.current_thread; | ||||
|         std::atomic_thread_fence(std::memory_order_seq_cst); | ||||
|     }; | ||||
|  | ||||
|     auto& system = Core::System::GetInstance(); | ||||
|  | ||||
|     std::unordered_set<Thread*> picked_threads; | ||||
|     // This maintain the "current thread is on front of queue" invariant | ||||
|     std::array<Thread*, NUM_CPU_CORES> current_threads; | ||||
|     for (u32 i = 0; i < NUM_CPU_CORES; i++) { | ||||
|         Scheduler& sched = system.Scheduler(i); | ||||
|         current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front(); | ||||
|         if (current_threads[i]) | ||||
|             picked_threads.insert(current_threads[i]); | ||||
|         update_thread(current_threads[i], sched); | ||||
|     } | ||||
|  | ||||
|     // Do some load-balancing. Allow second pass. | ||||
|     std::array<Thread*, NUM_CPU_CORES> current_threads_2 = current_threads; | ||||
|     for (u32 i = 0; i < NUM_CPU_CORES; i++) { | ||||
|         if (!scheduled_queue[i].empty()) { | ||||
|             continue; | ||||
|         } | ||||
|         Thread* winner = nullptr; | ||||
|         for (auto thread : suggested_queue[i]) { | ||||
|             if (thread->GetProcessorID() < 0 || thread != current_threads[i]) { | ||||
|                 if (picked_threads.count(thread) == 0 && !thread->IsRunning()) { | ||||
|                     winner = thread; | ||||
|                     break; | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|         if (winner) { | ||||
|             TransferToCore(winner->GetPriority(), i, winner); | ||||
|             current_threads_2[i] = winner; | ||||
|             picked_threads.insert(winner); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // See which to-be-current threads have changed & update accordingly | ||||
|     for (u32 i = 0; i < NUM_CPU_CORES; i++) { | ||||
|         Scheduler& sched = system.Scheduler(i); | ||||
|         if (current_threads_2[i] != current_threads[i]) { | ||||
|             update_thread(current_threads_2[i], sched); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     reselection_pending.store(false, std::memory_order_release); | ||||
| } | ||||
|  | ||||
| /* | ||||
|  * YieldThread takes a thread and moves it to the back of the it's priority list | ||||
|  * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|  */ | ||||
| void GlobalScheduler::YieldThread(Thread* yielding_thread) { | ||||
|     // Note: caller should use critical section, etc. | ||||
|     u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID()); | ||||
| @@ -164,6 +130,12 @@ void GlobalScheduler::YieldThread(Thread* yielding_thread) { | ||||
|     AskForReselectionOrMarkRedundant(yielding_thread, winner); | ||||
| } | ||||
|  | ||||
| /* | ||||
|  * YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list. | ||||
|  * Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or | ||||
|  * a better priority than the next thread in the core. | ||||
|  * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|  */ | ||||
| void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) { | ||||
|     // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section, | ||||
|     // etc. | ||||
| @@ -213,6 +185,12 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) { | ||||
|     AskForReselectionOrMarkRedundant(yielding_thread, winner); | ||||
| } | ||||
|  | ||||
| /* | ||||
|  * YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue | ||||
|  * and into the suggested queue. If no thread can be squeduled afterwards in that core, | ||||
|  * a suggested thread is obtained instead. | ||||
|  * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|  */ | ||||
| void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) { | ||||
|     // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section, | ||||
|     // etc. | ||||
| @@ -256,8 +234,8 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread | ||||
|  | ||||
| void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) { | ||||
|     if (current_thread == winner) { | ||||
|         // Nintendo (not us) has a nullderef bug on current_thread->owner, but which is never | ||||
|         // triggered. | ||||
|         // TODO(blinkhawk): manage redundant operations, this is not implemented. | ||||
|         // as its mostly an optimization. | ||||
|         // current_thread->SetRedundantSchedulerOperation(); | ||||
|     } else { | ||||
|         reselection_pending.store(true, std::memory_order_release); | ||||
|   | ||||
| @@ -48,14 +48,12 @@ public: | ||||
|     } | ||||
|  | ||||
|     void Schedule(u32 priority, u32 core, Thread* thread) { | ||||
|         ASSERT_MSG(thread->GetProcessorID() == core, | ||||
|                    "Thread must be assigned to this core."); | ||||
|         ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core."); | ||||
|         scheduled_queue[core].add(thread, priority); | ||||
|     } | ||||
|  | ||||
|     void SchedulePrepend(u32 priority, u32 core, Thread* thread) { | ||||
|         ASSERT_MSG(thread->GetProcessorID() == core, | ||||
|                    "Thread must be assigned to this core."); | ||||
|         ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core."); | ||||
|         scheduled_queue[core].add(thread, priority, false); | ||||
|     } | ||||
|  | ||||
| @@ -84,17 +82,47 @@ public: | ||||
|             Suggest(priority, source_core, thread); | ||||
|     } | ||||
|  | ||||
|     /* | ||||
|      * UnloadThread selects a core and forces it to unload its current thread's context | ||||
|      */ | ||||
|     void UnloadThread(s32 core); | ||||
|  | ||||
|     void SelectThreads(); | ||||
|     /* | ||||
|      * SelectThread takes care of selecting the new scheduled thread. | ||||
|      * It does it in 3 steps: | ||||
|      * - First a thread is selected from the top of the priority queue. If no thread | ||||
|      * is obtained then we move to step two, else we are done. | ||||
|      * - Second we try to get a suggested thread that's not assigned to any core or | ||||
|      * that is not the top thread in that core. | ||||
|      * - Third is no suggested thread is found, we do a second pass and pick a running | ||||
|      * thread in another core and swap it with its current thread. | ||||
|      */ | ||||
|     void SelectThread(u32 core); | ||||
|  | ||||
|     bool HaveReadyThreads(u32 core_id) { | ||||
|         return !scheduled_queue[core_id].empty(); | ||||
|     } | ||||
|  | ||||
|     /* | ||||
|      * YieldThread takes a thread and moves it to the back of the it's priority list | ||||
|      * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|      */ | ||||
|     void YieldThread(Thread* thread); | ||||
|  | ||||
|     /* | ||||
|      * YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list. | ||||
|      * Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or | ||||
|      * a better priority than the next thread in the core. | ||||
|      * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|      */ | ||||
|     void YieldThreadAndBalanceLoad(Thread* thread); | ||||
|  | ||||
|     /* | ||||
|      * YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue | ||||
|      * and into the suggested queue. If no thread can be squeduled afterwards in that core, | ||||
|      * a suggested thread is obtained instead. | ||||
|      * This operation can be redundant and no scheduling is changed if marked as so. | ||||
|      */ | ||||
|     void YieldThreadAndWaitForLoadBalancing(Thread* thread); | ||||
|  | ||||
|     u32 CpuCoresCount() const { | ||||
|   | ||||
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