Implement a new Core Scheduler
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						FernandoS27
					
				
			
			
				
	
			
			
			
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							cab2619aeb
						
					
				
				
					commit
					b164d8ee53
				
			@@ -3,6 +3,8 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <set>
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#include <unordered_set>
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#include <utility>
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#include "common/assert.h"
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@@ -17,57 +19,286 @@
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namespace Kernel {
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std::mutex Scheduler::scheduler_mutex;
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void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
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    thread_list.push_back(std::move(thread));
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}
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Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core)
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    : cpu_core{cpu_core}, system{system} {}
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void GlobalScheduler::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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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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 * SelectThreads, Yield functions originally by TuxSH.
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 * licensed under GPLv2 or later under exception provided by the author.
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 */
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void GlobalScheduler::UnloadThread(s32 core) {
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    Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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    sched.UnloadThread();
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}
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void GlobalScheduler::SelectThread(u32 core) {
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    auto update_thread = [](Thread* thread, Scheduler& sched) {
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        if (thread != sched.selected_thread) {
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            if (thread == nullptr) {
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                ++sched.idle_selection_count;
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            }
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            sched.selected_thread = thread;
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        }
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        sched.context_switch_pending = sched.selected_thread != sched.current_thread;
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        std::atomic_thread_fence(std::memory_order_seq_cst);
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    };
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    Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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    Thread* current_thread = nullptr;
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    current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
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    if (!current_thread) {
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        Thread* winner = nullptr;
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        std::set<s32> sug_cores;
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        for (auto thread : suggested_queue[core]) {
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            s32 this_core = thread->GetProcessorID();
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            Thread* thread_on_core = nullptr;
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            if (this_core >= 0) {
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                thread_on_core = scheduled_queue[this_core].front();
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            }
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            if (this_core < 0 || thread != thread_on_core) {
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                winner = thread;
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                break;
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            }
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            sug_cores.insert(this_core);
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        }
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        if (winner && winner->GetPriority() > 2) {
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            if (winner->IsRunning()) {
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                UnloadThread(winner->GetProcessorID());
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            }
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            TransferToCore(winner->GetPriority(), core, winner);
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            current_thread = winner;
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        } else {
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            for (auto& src_core : sug_cores) {
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                auto it = scheduled_queue[src_core].begin();
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                it++;
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                if (it != scheduled_queue[src_core].end()) {
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                    Thread* thread_on_core = scheduled_queue[src_core].front();
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                    Thread* to_change = *it;
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                    if (thread_on_core->IsRunning() || to_change->IsRunning()) {
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                        UnloadThread(src_core);
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                    }
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                    TransferToCore(thread_on_core->GetPriority(), core, thread_on_core);
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                    current_thread = thread_on_core;
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                }
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            }
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        }
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    }
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    update_thread(current_thread, sched);
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}
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void GlobalScheduler::SelectThreads() {
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    auto update_thread = [](Thread* thread, Scheduler& sched) {
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        if (thread != sched.selected_thread) {
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            if (thread == nullptr) {
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                ++sched.idle_selection_count;
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            }
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            sched.selected_thread = thread;
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        }
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        sched.context_switch_pending = sched.selected_thread != sched.current_thread;
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        std::atomic_thread_fence(std::memory_order_seq_cst);
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    };
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    auto& system = Core::System::GetInstance();
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    std::unordered_set<Thread*> picked_threads;
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    // This maintain the "current thread is on front of queue" invariant
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    std::array<Thread*, NUM_CPU_CORES> current_threads;
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    for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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        Scheduler& sched = system.Scheduler(i);
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        current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
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        if (current_threads[i])
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            picked_threads.insert(current_threads[i]);
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        update_thread(current_threads[i], sched);
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    }
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    // Do some load-balancing. Allow second pass.
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    std::array<Thread*, NUM_CPU_CORES> current_threads_2 = current_threads;
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    for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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        if (!scheduled_queue[i].empty()) {
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            continue;
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        }
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        Thread* winner = nullptr;
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        for (auto thread : suggested_queue[i]) {
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            if (thread->GetProcessorID() < 0 || thread != current_threads[i]) {
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                if (picked_threads.count(thread) == 0 && !thread->IsRunning()) {
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                    winner = thread;
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                    break;
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                }
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            }
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        }
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        if (winner) {
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            TransferToCore(winner->GetPriority(), i, winner);
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            current_threads_2[i] = winner;
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            picked_threads.insert(winner);
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        }
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    }
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    // See which to-be-current threads have changed & update accordingly
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    for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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        Scheduler& sched = system.Scheduler(i);
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        if (current_threads_2[i] != current_threads[i]) {
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            update_thread(current_threads_2[i], sched);
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        }
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    }
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    reselection_pending.store(false, std::memory_order_release);
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}
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void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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    // Note: caller should use critical section, etc.
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    u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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    u32 priority = yielding_thread->GetPriority();
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    // Yield the thread
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    ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
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               "Thread yielding without being in front");
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    scheduled_queue[core_id].yield(priority);
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    Thread* winner = scheduled_queue[core_id].front(priority);
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    AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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    // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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    // etc.
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    u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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    u32 priority = yielding_thread->GetPriority();
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    // Yield the thread
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    ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
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               "Thread yielding without being in front");
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    scheduled_queue[core_id].yield(priority);
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    std::array<Thread*, NUM_CPU_CORES> current_threads;
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    for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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        current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
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    }
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    Thread* next_thread = scheduled_queue[core_id].front(priority);
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    Thread* winner = nullptr;
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    for (auto& thread : suggested_queue[core_id]) {
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        s32 source_core = thread->GetProcessorID();
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        if (source_core >= 0) {
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            if (current_threads[source_core] != nullptr) {
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                if (thread == current_threads[source_core] ||
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                    current_threads[source_core]->GetPriority() < min_regular_priority)
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                    continue;
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            }
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            if (next_thread->GetLastRunningTicks() >= thread->GetLastRunningTicks() ||
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                next_thread->GetPriority() < thread->GetPriority()) {
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                if (thread->GetPriority() <= priority) {
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                    winner = thread;
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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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    if (winner != nullptr) {
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        if (winner != yielding_thread) {
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            if (winner->IsRunning())
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                UnloadThread(winner->GetProcessorID());
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            TransferToCore(winner->GetPriority(), core_id, winner);
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        }
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    } else {
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        winner = next_thread;
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    }
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    AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) {
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    // Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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    // etc.
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    Thread* winner = nullptr;
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    u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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    // Remove the thread from its scheduled mlq, put it on the corresponding "suggested" one instead
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    TransferToCore(yielding_thread->GetPriority(), -1, yielding_thread);
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    // If the core is idle, perform load balancing, excluding the threads that have just used this
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    // function...
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    if (scheduled_queue[core_id].empty()) {
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        // Here, "current_threads" is calculated after the ""yield"", unlike yield -1
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        std::array<Thread*, NUM_CPU_CORES> current_threads;
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        for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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            current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
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        }
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        for (auto& thread : suggested_queue[core_id]) {
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            s32 source_core = thread->GetProcessorID();
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            if (source_core < 0 || thread == current_threads[source_core])
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                continue;
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            if (current_threads[source_core] == nullptr ||
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                current_threads[source_core]->GetPriority() >= min_regular_priority) {
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                winner = thread;
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            }
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            break;
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        }
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        if (winner != nullptr) {
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            if (winner != yielding_thread) {
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                if (winner->IsRunning())
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                    UnloadThread(winner->GetProcessorID());
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                TransferToCore(winner->GetPriority(), core_id, winner);
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            }
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        } else {
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            winner = yielding_thread;
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        }
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    }
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    AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
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    if (current_thread == winner) {
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        // Nintendo (not us) has a nullderef bug on current_thread->owner, but which is never
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        // triggered.
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        // current_thread->SetRedundantSchedulerOperation();
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    } else {
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        reselection_pending.store(true, std::memory_order_release);
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    }
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}
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GlobalScheduler::~GlobalScheduler() = default;
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Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 id)
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    : system(system), cpu_core(cpu_core), id(id) {}
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Scheduler::~Scheduler() {}
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bool Scheduler::HaveReadyThreads() const {
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    std::lock_guard lock{scheduler_mutex};
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    return !ready_queue.empty();
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    return system.GlobalScheduler().HaveReadyThreads(id);
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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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Thread* Scheduler::GetSelectedThread() const {
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    return selected_thread.get();
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}
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void Scheduler::SelectThreads() {
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    system.GlobalScheduler().SelectThread(id);
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}
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u64 Scheduler::GetLastContextSwitchTicks() const {
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    return last_context_switch_time;
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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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    if (thread && thread->GetStatus() == ThreadStatus::Running) {
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        if (ready_queue.empty()) {
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            return thread;
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        }
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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.front();
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        if (next == nullptr || next->GetPriority() >= thread->GetPriority()) {
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            next = thread;
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        }
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    } else {
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        if (ready_queue.empty()) {
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            return nullptr;
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        }
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        next = ready_queue.front();
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    }
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    return next;
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void Scheduler::TryDoContextSwitch() {
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    if (context_switch_pending)
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        SwitchContext();
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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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    Process* const previous_process = system.Kernel().CurrentProcess();
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void Scheduler::UnloadThread() {
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    Thread* const previous_thread = GetCurrentThread();
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    Process* const previous_process = Core::CurrentProcess();
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    UpdateLastContextSwitchTime(previous_thread, previous_process);
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@@ -80,23 +311,51 @@ void Scheduler::SwitchContext(Thread* new_thread) {
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        if (previous_thread->GetStatus() == 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.add(previous_thread, previous_thread->GetPriority(), false);
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            previous_thread->SetStatus(ThreadStatus::Ready);
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        }
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        previous_thread->SetIsRunning(false);
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    }
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    current_thread = nullptr;
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}
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void Scheduler::SwitchContext() {
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    Thread* const previous_thread = GetCurrentThread();
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    Thread* const new_thread = GetSelectedThread();
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    context_switch_pending = false;
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    if (new_thread == previous_thread)
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        return;
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    Process* const previous_process = Core::CurrentProcess();
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    UpdateLastContextSwitchTime(previous_thread, previous_process);
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    // Save context for previous thread
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    if (previous_thread) {
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        cpu_core.SaveContext(previous_thread->GetContext());
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        // Save the TPIDR_EL0 system register in case it was modified.
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        previous_thread->SetTPIDR_EL0(cpu_core.GetTPIDR_EL0());
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        if (previous_thread->GetStatus() == 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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            previous_thread->SetStatus(ThreadStatus::Ready);
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        }
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        previous_thread->SetIsRunning(false);
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    }
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 | 
			
		||||
    // Load context of new thread
 | 
			
		||||
    if (new_thread) {
 | 
			
		||||
        ASSERT_MSG(new_thread->GetProcessorID() == this->id,
 | 
			
		||||
                   "Thread must be assigned to this core.");
 | 
			
		||||
        ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready,
 | 
			
		||||
                   "Thread must be ready to become running.");
 | 
			
		||||
 | 
			
		||||
        // Cancel any outstanding wakeup events for this thread
 | 
			
		||||
        new_thread->CancelWakeupTimer();
 | 
			
		||||
 | 
			
		||||
        current_thread = new_thread;
 | 
			
		||||
 | 
			
		||||
        ready_queue.remove(new_thread, new_thread->GetPriority());
 | 
			
		||||
        new_thread->SetStatus(ThreadStatus::Running);
 | 
			
		||||
        new_thread->SetIsRunning(true);
 | 
			
		||||
 | 
			
		||||
        auto* const thread_owner_process = current_thread->GetOwnerProcess();
 | 
			
		||||
        if (previous_process != thread_owner_process) {
 | 
			
		||||
@@ -116,7 +375,7 @@ void Scheduler::SwitchContext(Thread* new_thread) {
 | 
			
		||||
 | 
			
		||||
void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
 | 
			
		||||
    const u64 prev_switch_ticks = last_context_switch_time;
 | 
			
		||||
    const u64 most_recent_switch_ticks = system.CoreTiming().GetTicks();
 | 
			
		||||
    const u64 most_recent_switch_ticks = Core::System::GetInstance().CoreTiming().GetTicks();
 | 
			
		||||
    const u64 update_ticks = most_recent_switch_ticks - prev_switch_ticks;
 | 
			
		||||
 | 
			
		||||
    if (thread != nullptr) {
 | 
			
		||||
@@ -130,124 +389,4 @@ void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
 | 
			
		||||
    last_context_switch_time = most_recent_switch_ticks;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::Reschedule() {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    Thread* cur = GetCurrentThread();
 | 
			
		||||
    Thread* next = PopNextReadyThread();
 | 
			
		||||
 | 
			
		||||
    if (cur && next) {
 | 
			
		||||
        LOG_TRACE(Kernel, "context switch {} -> {}", cur->GetObjectId(), next->GetObjectId());
 | 
			
		||||
    } else if (cur) {
 | 
			
		||||
        LOG_TRACE(Kernel, "context switch {} -> idle", cur->GetObjectId());
 | 
			
		||||
    } else if (next) {
 | 
			
		||||
        LOG_TRACE(Kernel, "context switch idle -> {}", next->GetObjectId());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SwitchContext(next);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::AddThread(SharedPtr<Thread> thread) {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    thread_list.push_back(std::move(thread));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::RemoveThread(Thread* thread) {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
 | 
			
		||||
                      thread_list.end());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    ASSERT(thread->GetStatus() == ThreadStatus::Ready);
 | 
			
		||||
    ready_queue.add(thread, priority);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    ASSERT(thread->GetStatus() == ThreadStatus::Ready);
 | 
			
		||||
    ready_queue.remove(thread, priority);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
    if (thread->GetPriority() == priority) {
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // If thread was ready, adjust queues
 | 
			
		||||
    if (thread->GetStatus() == ThreadStatus::Ready)
 | 
			
		||||
        ready_queue.adjust(thread, thread->GetPriority(), priority);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Thread* Scheduler::GetNextSuggestedThread(u32 core, u32 maximum_priority) const {
 | 
			
		||||
    std::lock_guard lock{scheduler_mutex};
 | 
			
		||||
 | 
			
		||||
    const u32 mask = 1U << core;
 | 
			
		||||
    for (auto* thread : ready_queue) {
 | 
			
		||||
        if ((thread->GetAffinityMask() & mask) != 0 && thread->GetPriority() < maximum_priority) {
 | 
			
		||||
            return thread;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
 | 
			
		||||
    ASSERT(thread != nullptr);
 | 
			
		||||
    // Avoid yielding if the thread isn't even running.
 | 
			
		||||
    ASSERT(thread->GetStatus() == ThreadStatus::Running);
 | 
			
		||||
 | 
			
		||||
    // Sanity check that the priority is valid
 | 
			
		||||
    ASSERT(thread->GetPriority() < THREADPRIO_COUNT);
 | 
			
		||||
 | 
			
		||||
    // Yield this thread -- sleep for zero time and force reschedule to different thread
 | 
			
		||||
    GetCurrentThread()->Sleep(0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::YieldWithLoadBalancing(Thread* thread) {
 | 
			
		||||
    ASSERT(thread != nullptr);
 | 
			
		||||
    const auto priority = thread->GetPriority();
 | 
			
		||||
    const auto core = static_cast<u32>(thread->GetProcessorID());
 | 
			
		||||
 | 
			
		||||
    // Avoid yielding if the thread isn't even running.
 | 
			
		||||
    ASSERT(thread->GetStatus() == ThreadStatus::Running);
 | 
			
		||||
 | 
			
		||||
    // Sanity check that the priority is valid
 | 
			
		||||
    ASSERT(priority < THREADPRIO_COUNT);
 | 
			
		||||
 | 
			
		||||
    // Sleep for zero time to be able to force reschedule to different thread
 | 
			
		||||
    GetCurrentThread()->Sleep(0);
 | 
			
		||||
 | 
			
		||||
    Thread* suggested_thread = nullptr;
 | 
			
		||||
 | 
			
		||||
    // Search through all of the cpu cores (except this one) for a suggested thread.
 | 
			
		||||
    // Take the first non-nullptr one
 | 
			
		||||
    for (unsigned cur_core = 0; cur_core < Core::NUM_CPU_CORES; ++cur_core) {
 | 
			
		||||
        const auto res =
 | 
			
		||||
            system.CpuCore(cur_core).Scheduler().GetNextSuggestedThread(core, priority);
 | 
			
		||||
 | 
			
		||||
        // If scheduler provides a suggested thread
 | 
			
		||||
        if (res != nullptr) {
 | 
			
		||||
            // And its better than the current suggested thread (or is the first valid one)
 | 
			
		||||
            if (suggested_thread == nullptr ||
 | 
			
		||||
                suggested_thread->GetPriority() > res->GetPriority()) {
 | 
			
		||||
                suggested_thread = res;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // If a suggested thread was found, queue that for this core
 | 
			
		||||
    if (suggested_thread != nullptr)
 | 
			
		||||
        suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Scheduler::YieldAndWaitForLoadBalancing(Thread* thread) {
 | 
			
		||||
    UNIMPLEMENTED_MSG("Wait for load balancing thread yield type is not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
} // namespace Kernel
 | 
			
		||||
 
 | 
			
		||||
@@ -20,124 +20,141 @@ namespace Kernel {
 | 
			
		||||
 | 
			
		||||
class Process;
 | 
			
		||||
 | 
			
		||||
class Scheduler final {
 | 
			
		||||
class GlobalScheduler final {
 | 
			
		||||
public:
 | 
			
		||||
    explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core);
 | 
			
		||||
    ~Scheduler();
 | 
			
		||||
 | 
			
		||||
    /// Returns whether there are any threads that are ready to run.
 | 
			
		||||
    bool HaveReadyThreads() const;
 | 
			
		||||
 | 
			
		||||
    /// Reschedules to the next available thread (call after current thread is suspended)
 | 
			
		||||
    void Reschedule();
 | 
			
		||||
 | 
			
		||||
    /// Gets the current running thread
 | 
			
		||||
    Thread* GetCurrentThread() const;
 | 
			
		||||
 | 
			
		||||
    /// Gets the timestamp for the last context switch in ticks.
 | 
			
		||||
    u64 GetLastContextSwitchTicks() const;
 | 
			
		||||
    static constexpr u32 NUM_CPU_CORES = 4;
 | 
			
		||||
 | 
			
		||||
    GlobalScheduler() {
 | 
			
		||||
        reselection_pending = false;
 | 
			
		||||
    }
 | 
			
		||||
    ~GlobalScheduler();
 | 
			
		||||
    /// Adds a new thread to the scheduler
 | 
			
		||||
    void AddThread(SharedPtr<Thread> thread);
 | 
			
		||||
 | 
			
		||||
    /// Removes a thread from the scheduler
 | 
			
		||||
    void RemoveThread(Thread* thread);
 | 
			
		||||
 | 
			
		||||
    /// Schedules a thread that has become "ready"
 | 
			
		||||
    void ScheduleThread(Thread* thread, u32 priority);
 | 
			
		||||
 | 
			
		||||
    /// Unschedules a thread that was already scheduled
 | 
			
		||||
    void UnscheduleThread(Thread* thread, u32 priority);
 | 
			
		||||
 | 
			
		||||
    /// Sets the priority of a thread in the scheduler
 | 
			
		||||
    void SetThreadPriority(Thread* thread, u32 priority);
 | 
			
		||||
 | 
			
		||||
    /// Gets the next suggested thread for load balancing
 | 
			
		||||
    Thread* GetNextSuggestedThread(u32 core, u32 minimum_priority) const;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * YieldWithoutLoadBalancing -- analogous to normal yield on a system
 | 
			
		||||
     * Moves the thread to the end of the ready queue for its priority, and then reschedules the
 | 
			
		||||
     * system to the new head of the queue.
 | 
			
		||||
     *
 | 
			
		||||
     * Example (Single Core -- but can be extrapolated to multi):
 | 
			
		||||
     * ready_queue[prio=0]: ThreadA, ThreadB, ThreadC (->exec order->)
 | 
			
		||||
     * Currently Running: ThreadR
 | 
			
		||||
     *
 | 
			
		||||
     * ThreadR calls YieldWithoutLoadBalancing
 | 
			
		||||
     *
 | 
			
		||||
     * ThreadR is moved to the end of ready_queue[prio=0]:
 | 
			
		||||
     * ready_queue[prio=0]: ThreadA, ThreadB, ThreadC, ThreadR (->exec order->)
 | 
			
		||||
     * Currently Running: Nothing
 | 
			
		||||
     *
 | 
			
		||||
     * System is rescheduled (ThreadA is popped off of queue):
 | 
			
		||||
     * ready_queue[prio=0]: ThreadB, ThreadC, ThreadR (->exec order->)
 | 
			
		||||
     * Currently Running: ThreadA
 | 
			
		||||
     *
 | 
			
		||||
     * If the queue is empty at time of call, no yielding occurs. This does not cross between cores
 | 
			
		||||
     * or priorities at all.
 | 
			
		||||
     */
 | 
			
		||||
    void YieldWithoutLoadBalancing(Thread* thread);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * YieldWithLoadBalancing -- yield but with better selection of the new running thread
 | 
			
		||||
     * Moves the current thread to the end of the ready queue for its priority, then selects a
 | 
			
		||||
     * 'suggested thread' (a thread on a different core that could run on this core) from the
 | 
			
		||||
     * scheduler, changes its core, and reschedules the current core to that thread.
 | 
			
		||||
     *
 | 
			
		||||
     * Example (Dual Core -- can be extrapolated to Quad Core, this is just normal yield if it were
 | 
			
		||||
     * single core):
 | 
			
		||||
     * ready_queue[core=0][prio=0]: ThreadA, ThreadB (affinities not pictured as irrelevant
 | 
			
		||||
     * ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
 | 
			
		||||
     * Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
 | 
			
		||||
     *
 | 
			
		||||
     * ThreadQ calls YieldWithLoadBalancing
 | 
			
		||||
     *
 | 
			
		||||
     * ThreadQ is moved to the end of ready_queue[core=0][prio=0]:
 | 
			
		||||
     * ready_queue[core=0][prio=0]: ThreadA, ThreadB
 | 
			
		||||
     * ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
 | 
			
		||||
     * Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
 | 
			
		||||
     *
 | 
			
		||||
     * A list of suggested threads for each core is compiled
 | 
			
		||||
     * Suggested Threads: {ThreadC on Core 1}
 | 
			
		||||
     * If this were quad core (as the switch is), there could be between 0 and 3 threads in this
 | 
			
		||||
     * list. If there are more than one, the thread is selected by highest prio.
 | 
			
		||||
     *
 | 
			
		||||
     * ThreadC is core changed to Core 0:
 | 
			
		||||
     * ready_queue[core=0][prio=0]: ThreadC, ThreadA, ThreadB, ThreadQ
 | 
			
		||||
     * ready_queue[core=1][prio=0]: ThreadD
 | 
			
		||||
     * Currently Running: None on Core 0 || ThreadP on Core 1
 | 
			
		||||
     *
 | 
			
		||||
     * System is rescheduled (ThreadC is popped off of queue):
 | 
			
		||||
     * ready_queue[core=0][prio=0]: ThreadA, ThreadB, ThreadQ
 | 
			
		||||
     * ready_queue[core=1][prio=0]: ThreadD
 | 
			
		||||
     * Currently Running: ThreadC on Core 0 || ThreadP on Core 1
 | 
			
		||||
     *
 | 
			
		||||
     * If no suggested threads can be found this will behave just as normal yield. If there are
 | 
			
		||||
     * multiple candidates for the suggested thread on a core, the highest prio is taken.
 | 
			
		||||
     */
 | 
			
		||||
    void YieldWithLoadBalancing(Thread* thread);
 | 
			
		||||
 | 
			
		||||
    /// Currently unknown -- asserts as unimplemented on call
 | 
			
		||||
    void YieldAndWaitForLoadBalancing(Thread* thread);
 | 
			
		||||
 | 
			
		||||
    /// Returns a list of all threads managed by the scheduler
 | 
			
		||||
    const std::vector<SharedPtr<Thread>>& GetThreadList() const {
 | 
			
		||||
        return thread_list;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    /**
 | 
			
		||||
     * Pops and returns the next thread from the thread queue
 | 
			
		||||
     * @return A pointer to the next ready thread
 | 
			
		||||
     */
 | 
			
		||||
    Thread* PopNextReadyThread();
 | 
			
		||||
    void Suggest(u32 priority, u32 core, Thread* thread) {
 | 
			
		||||
        suggested_queue[core].add(thread, priority);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Unsuggest(u32 priority, u32 core, Thread* thread) {
 | 
			
		||||
        suggested_queue[core].remove(thread, priority);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Schedule(u32 priority, u32 core, Thread* thread) {
 | 
			
		||||
        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.");
 | 
			
		||||
        scheduled_queue[core].add(thread, priority, false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Reschedule(u32 priority, u32 core, Thread* thread) {
 | 
			
		||||
        scheduled_queue[core].remove(thread, priority);
 | 
			
		||||
        scheduled_queue[core].add(thread, priority);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Unschedule(u32 priority, u32 core, Thread* thread) {
 | 
			
		||||
        scheduled_queue[core].remove(thread, priority);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void TransferToCore(u32 priority, s32 destination_core, Thread* thread) {
 | 
			
		||||
        bool schedulable = thread->GetPriority() < THREADPRIO_COUNT;
 | 
			
		||||
        s32 source_core = thread->GetProcessorID();
 | 
			
		||||
        if (source_core == destination_core || !schedulable)
 | 
			
		||||
            return;
 | 
			
		||||
        thread->SetProcessorID(destination_core);
 | 
			
		||||
        if (source_core >= 0)
 | 
			
		||||
            Unschedule(priority, source_core, thread);
 | 
			
		||||
        if (destination_core >= 0) {
 | 
			
		||||
            Unsuggest(priority, destination_core, thread);
 | 
			
		||||
            Schedule(priority, destination_core, thread);
 | 
			
		||||
        }
 | 
			
		||||
        if (source_core >= 0)
 | 
			
		||||
            Suggest(priority, source_core, thread);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void UnloadThread(s32 core);
 | 
			
		||||
 | 
			
		||||
    void SelectThreads();
 | 
			
		||||
    void SelectThread(u32 core);
 | 
			
		||||
 | 
			
		||||
    bool HaveReadyThreads(u32 core_id) {
 | 
			
		||||
        return !scheduled_queue[core_id].empty();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void YieldThread(Thread* thread);
 | 
			
		||||
    void YieldThreadAndBalanceLoad(Thread* thread);
 | 
			
		||||
    void YieldThreadAndWaitForLoadBalancing(Thread* thread);
 | 
			
		||||
 | 
			
		||||
    u32 CpuCoresCount() const {
 | 
			
		||||
        return NUM_CPU_CORES;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void SetReselectionPending() {
 | 
			
		||||
        reselection_pending.store(true, std::memory_order_release);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    bool IsReselectionPending() {
 | 
			
		||||
        return reselection_pending.load(std::memory_order_acquire);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    void AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner);
 | 
			
		||||
 | 
			
		||||
    static constexpr u32 min_regular_priority = 2;
 | 
			
		||||
    std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> scheduled_queue;
 | 
			
		||||
    std::array<Common::MultiLevelQueue<Thread*, THREADPRIO_COUNT>, NUM_CPU_CORES> suggested_queue;
 | 
			
		||||
    std::atomic<bool> reselection_pending;
 | 
			
		||||
 | 
			
		||||
    /// Lists all thread ids that aren't deleted/etc.
 | 
			
		||||
    std::vector<SharedPtr<Thread>> thread_list;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class Scheduler final {
 | 
			
		||||
public:
 | 
			
		||||
    explicit Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, const u32 id);
 | 
			
		||||
    ~Scheduler();
 | 
			
		||||
 | 
			
		||||
    /// Returns whether there are any threads that are ready to run.
 | 
			
		||||
    bool HaveReadyThreads() const;
 | 
			
		||||
 | 
			
		||||
    /// Reschedules to the next available thread (call after current thread is suspended)
 | 
			
		||||
    void TryDoContextSwitch();
 | 
			
		||||
 | 
			
		||||
    void UnloadThread();
 | 
			
		||||
 | 
			
		||||
    void SelectThreads();
 | 
			
		||||
 | 
			
		||||
    /// Gets the current running thread
 | 
			
		||||
    Thread* GetCurrentThread() const;
 | 
			
		||||
 | 
			
		||||
    Thread* GetSelectedThread() const;
 | 
			
		||||
 | 
			
		||||
    /// Gets the timestamp for the last context switch in ticks.
 | 
			
		||||
    u64 GetLastContextSwitchTicks() const;
 | 
			
		||||
 | 
			
		||||
    bool ContextSwitchPending() const {
 | 
			
		||||
        return context_switch_pending;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    friend class GlobalScheduler;
 | 
			
		||||
    /**
 | 
			
		||||
     * Switches the CPU's active thread context to that of the specified thread
 | 
			
		||||
     * @param new_thread The thread to switch to
 | 
			
		||||
     */
 | 
			
		||||
    void SwitchContext(Thread* new_thread);
 | 
			
		||||
    void SwitchContext();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called on every context switch to update the internal timestamp
 | 
			
		||||
@@ -152,19 +169,16 @@ private:
 | 
			
		||||
     */
 | 
			
		||||
    void UpdateLastContextSwitchTime(Thread* thread, Process* process);
 | 
			
		||||
 | 
			
		||||
    /// Lists all thread ids that aren't deleted/etc.
 | 
			
		||||
    std::vector<SharedPtr<Thread>> thread_list;
 | 
			
		||||
 | 
			
		||||
    /// Lists only ready thread ids.
 | 
			
		||||
    Common::MultiLevelQueue<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
 | 
			
		||||
 | 
			
		||||
    SharedPtr<Thread> current_thread = nullptr;
 | 
			
		||||
 | 
			
		||||
    Core::ARM_Interface& cpu_core;
 | 
			
		||||
    u64 last_context_switch_time = 0;
 | 
			
		||||
    SharedPtr<Thread> selected_thread = nullptr;
 | 
			
		||||
 | 
			
		||||
    Core::System& system;
 | 
			
		||||
    static std::mutex scheduler_mutex;
 | 
			
		||||
    Core::ARM_Interface& cpu_core;
 | 
			
		||||
    u64 last_context_switch_time = 0;
 | 
			
		||||
    u64 idle_selection_count = 0;
 | 
			
		||||
    const u32 id;
 | 
			
		||||
 | 
			
		||||
    bool context_switch_pending = false;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
} // namespace Kernel
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user