mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-07 14:45:41 +12:00
Reschedule threads on event signal (Required for FE:A FMV)
This commit is contained in:
parent
8cfb038226
commit
3ed3729bb4
1 changed files with 34 additions and 22 deletions
|
@ -33,33 +33,45 @@ bool Kernel::signalEvent(Handle handle) {
|
|||
event->fired = false;
|
||||
}
|
||||
|
||||
// Wake up every single thread in the waitlist using a bit scanning algorithm
|
||||
while (event->waitlist != 0) {
|
||||
const uint index = std::countr_zero(event->waitlist); // Get one of the set bits to see which thread is waiting
|
||||
event->waitlist ^= (1ull << index); // Remove thread from waitlist by toggling its bit
|
||||
// Check if there's any thread waiting on this event
|
||||
if (event->waitlist != 0) {
|
||||
// Wake up every single thread in the waitlist using a bit scanning algorithm
|
||||
while (event->waitlist != 0) {
|
||||
const uint index = std::countr_zero(event->waitlist); // Get one of the set bits to see which thread is waiting
|
||||
event->waitlist ^= (1ull << index); // Remove thread from waitlist by toggling its bit
|
||||
|
||||
// Get the thread we'll be signalling
|
||||
Thread& t = threads[index];
|
||||
switch (t.status) {
|
||||
case ThreadStatus::WaitSync1:
|
||||
t.status = ThreadStatus::Ready;
|
||||
break;
|
||||
// Get the thread we'll be signalling
|
||||
Thread& t = threads[index];
|
||||
switch (t.status) {
|
||||
case ThreadStatus::WaitSync1:
|
||||
t.status = ThreadStatus::Ready;
|
||||
break;
|
||||
|
||||
case ThreadStatus::WaitSyncAny:
|
||||
t.status = ThreadStatus::Ready;
|
||||
// Get the index of the event in the object's waitlist, write it to r1
|
||||
for (size_t i = 0; i < t.waitList.size(); i++) {
|
||||
if (t.waitList[i] == handle) {
|
||||
t.gprs[1] = i;
|
||||
break;
|
||||
case ThreadStatus::WaitSyncAny:
|
||||
t.status = ThreadStatus::Ready;
|
||||
// Get the index of the event in the object's waitlist, write it to r1
|
||||
for (size_t i = 0; i < t.waitList.size(); i++) {
|
||||
if (t.waitList[i] == handle) {
|
||||
t.gprs[1] = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
break;
|
||||
|
||||
case ThreadStatus::WaitSyncAll:
|
||||
Helpers::panic("SignalEvent: Thread on WaitSyncAll");
|
||||
break;
|
||||
case ThreadStatus::WaitSyncAll:
|
||||
Helpers::panic("SignalEvent: Thread on WaitSyncAll");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// One-shot events get cleared once they are acquired by some thread
|
||||
if (event->resetType == ResetType::OneShot)
|
||||
event->fired = false;
|
||||
|
||||
// We must reschedule our threads if we signalled one. Some games such as FE: Awakening rely on this
|
||||
// If this does not happen, we can have phenomena such as a thread waiting up a higher priority thread,
|
||||
// and the higher priority thread just never running
|
||||
rescheduleThreads();
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
Loading…
Add table
Reference in a new issue