Panda3DS/src/core/kernel/threads.cpp
2023-05-06 00:06:31 +03:00

527 lines
No EOL
17 KiB
C++

#include <cassert>
#include <cstring>
#include "kernel.hpp"
#include "arm_defs.hpp"
// This header needs to be included because I did stupid forward decl hack so the kernel and CPU can both access each other
#include "cpu.hpp"
#include "resource_limits.hpp"
// Switch to another thread
// newThread: Index of the newThread in the thread array (NOT a handle).
void Kernel::switchThread(int newThreadIndex) {
auto& oldThread = threads[currentThreadIndex];
auto& newThread = threads[newThreadIndex];
newThread.status = ThreadStatus::Running;
logThread("Switching from thread %d to %d\n", currentThreadIndex, newThreadIndex);
// Bail early if the new thread is actually the old thread
if (currentThreadIndex == newThreadIndex) [[unlikely]] {
return;
}
// Backup context
std::memcpy(&oldThread.gprs[0], &cpu.regs()[0], 16 * sizeof(u32)); // Backup the 16 GPRs
std::memcpy(&oldThread.fprs[0], &cpu.fprs()[0], 32 * sizeof(u32)); // Backup the 32 FPRs
oldThread.cpsr = cpu.getCPSR(); // Backup CPSR
oldThread.fpscr = cpu.getFPSCR(); // Backup FPSCR
// Load new context
std::memcpy(&cpu.regs()[0], &newThread.gprs[0], 16 * sizeof(u32)); // Load 16 GPRs
std::memcpy(&cpu.fprs()[0], &newThread.fprs[0], 32 * sizeof(u32)); // Load 32 FPRs
cpu.setCPSR(newThread.cpsr); // Load CPSR
cpu.setFPSCR(newThread.fpscr); // Load FPSCR
cpu.setTLSBase(newThread.tlsBase); // Load CP15 thread-local-storage pointer register
currentThreadIndex = newThreadIndex;
}
// Sort the threadIndices vector based on the priority of each thread
// The threads with higher priority (aka the ones with a lower priority value) should come first in the vector
void Kernel::sortThreads() {
std::vector<int>& v = threadIndices;
std::sort(v.begin(), v.end(), [&](int a, int b) {
return threads[a].priority < threads[b].priority;
});
}
bool Kernel::canThreadRun(const Thread& t) {
if (t.status == ThreadStatus::Ready) {
return true;
} else if (t.status == ThreadStatus::WaitSleep || t.status == ThreadStatus::WaitSync1
|| t.status == ThreadStatus::WaitSyncAny || t.status == ThreadStatus::WaitSyncAll) {
const u64 elapsedTicks = cpu.getTicks() - t.sleepTick;
constexpr double ticksPerSec = double(CPU::ticksPerSec);
constexpr double nsPerTick = ticksPerSec / 1000000000.0;
// TODO: Set r0 to the correct error code on timeout for WaitSync{1/Any/All}
const s64 elapsedNs = s64(double(elapsedTicks) * nsPerTick);
return elapsedNs >= t.waitingNanoseconds;
}
// Handle timeouts and stuff here
return false;
}
// Get the index of the next thread to run by iterating through the thread list and finding the free thread with the highest priority
// Returns the thread index if a thread is found, or nullopt otherwise
std::optional<int> Kernel::getNextThread() {
for (auto index : threadIndices) {
const Thread& t = threads[index];
// Thread is ready, return it
if (canThreadRun(t)) {
return index;
}
}
// No thread was found
return std::nullopt;
}
void Kernel::switchToNextThread() {
std::optional<int> newThreadIndex = getNextThread();
if (!newThreadIndex.has_value()) {
log("Kernel tried to switch to the next thread but none found. Switching to random thread\n");
assert(aliveThreadCount != 0);
Helpers::panic("rpog");
int index;
do {
index = rand() % threadCount;
} while (threads[index].status == ThreadStatus::Dead); // TODO: Pray this doesn't hang
switchThread(index);
} else {
switchThread(newThreadIndex.value());
}
}
// See if there;s a higher priority, ready thread and switch to that
void Kernel::rescheduleThreads() {
std::optional<int> newThreadIndex = getNextThread();
if (newThreadIndex.has_value() && newThreadIndex.value() != currentThreadIndex) {
threads[currentThreadIndex].status = ThreadStatus::Ready;
switchThread(newThreadIndex.value());
}
}
// Internal OS function to spawn a thread
Handle Kernel::makeThread(u32 entrypoint, u32 initialSP, u32 priority, s32 id, u32 arg, ThreadStatus status) {
int index; // Index of the created thread in the threads array
if (threadCount < appResourceLimits.maxThreads) [[likely]] { // If we have not yet created over too many threads
index = threadCount++;
} else if (aliveThreadCount < appResourceLimits.maxThreads) { // If we have created many threads but at least one is dead & reusable
for (int i = 0; i < threads.size(); i++) {
if (threads[i].status == ThreadStatus::Dead) {
index = i;
break;
}
}
} else { // There is no thread we can use, we're screwed
Helpers::panic("Overflowed thread count!!");
}
aliveThreadCount++;
threadIndices.push_back(index);
Thread& t = threads[index]; // Reference to thread data
Handle ret = makeObject(KernelObjectType::Thread);
objects[ret].data = &t;
const bool isThumb = (entrypoint & 1) != 0; // Whether the thread starts in thumb mode or not
// Set up initial thread context
t.gprs.fill(0);
t.fprs.fill(0);
t.arg = arg;
t.initialSP = initialSP;
t.entrypoint = entrypoint;
t.gprs[0] = arg;
t.gprs[13] = initialSP;
t.gprs[15] = entrypoint;
t.priority = priority;
t.processorID = id;
t.status = status;
t.handle = ret;
t.waitingAddress = 0;
t.threadsWaitingForTermination = 0; // Thread just spawned, no other threads waiting for it to terminate
t.cpsr = CPSR::UserMode | (isThumb ? CPSR::Thumb : 0);
t.fpscr = FPSCR::ThreadDefault;
// Initial TLS base has already been set in Kernel::Kernel()
// TODO: Does svcCreateThread zero-set the TLS of the new thread?
sortThreads();
return ret;
}
Handle Kernel::makeMutex(bool locked) {
Handle ret = makeObject(KernelObjectType::Mutex);
objects[ret].data = new Mutex(locked, ret);
// If the mutex is initially locked, store the index of the thread that owns it and set lock count to 1
if (locked) {
Mutex* moo = objects[ret].getData<Mutex>();
moo->ownerThread = currentThreadIndex;
}
return ret;
}
void Kernel::releaseMutex(Mutex* moo) {
// TODO: Assert lockCount > 0 before release, maybe. The SVC should be safe at least.
moo->lockCount--; // Decrement lock count
// If the lock count reached 0 then the thread no longer owns the mootex and it can be given to a new one
if (moo->lockCount == 0) {
moo->locked = false;
if (moo->waitlist != 0) {
int index = wakeupOneThread(moo->waitlist, moo->handle); // Wake up one thread and get its index
moo->waitlist ^= (1ull << index); // Remove thread from waitlist
// Have new thread acquire mutex
moo->locked = true;
moo->lockCount = 1;
moo->ownerThread = index;
}
rescheduleThreads();
}
}
Handle Kernel::makeSemaphore(u32 initialCount, u32 maximumCount) {
Handle ret = makeObject(KernelObjectType::Semaphore);
objects[ret].data = new Semaphore(initialCount, maximumCount);
return ret;
}
void Kernel::sleepThreadOnArbiter(u32 waitingAddress) {
Thread& t = threads[currentThreadIndex];
t.status = ThreadStatus::WaitArbiter;
t.waitingAddress = waitingAddress;
switchToNextThread();
}
// Acquires an object that is **ready to be acquired** without waiting on it
void Kernel::acquireSyncObject(KernelObject* object, const Thread& thread) {
switch (object->type) {
case KernelObjectType::Event: {
Event* e = object->getData<Event>();
if (e->resetType == ResetType::OneShot) { // One-shot events automatically get cleared after waking up a thread
e->fired = false;
}
break;
}
case KernelObjectType::Mutex: {
Mutex* moo = object->getData<Mutex>();
moo->locked = true; // Set locked to true, whether it's false or not because who cares
// Increment lock count by 1. If a thread acquires a mootex multiple times, it needs to release it until count == 0
// For the mootex to be free.
moo->lockCount++;
moo->ownerThread = thread.index;
break;
}
case KernelObjectType::Thread:
break;
default: Helpers::panic("Acquiring unimplemented sync object %s", object->getTypeName());
}
}
// Wake up one of the threads in the waitlist (the one with highest prio) and return its index
// Must not be called with an empty waitlist
int Kernel::wakeupOneThread(u64 waitlist, Handle handle) {
if (waitlist == 0) [[unlikely]]
Helpers::panic("[Internal error] It shouldn't be possible to call wakeupOneThread when there's 0 threads waiting!");
// Find the waiting thread with the highest priority.
// We do this by first picking the first thread in the waitlist, then checking each other thread and comparing priority
int threadIndex = std::countr_zero(waitlist); // Index of first thread
int maxPriority = threads[threadIndex].priority; // Set initial max prio to the prio of the first thread
waitlist ^= (1ull << threadIndex); // Remove thread from the waitlist
while (waitlist != 0) {
int newThread = std::countr_zero(waitlist); // Get new thread and evaluate whether it has a higher priority
if (threads[newThread].priority < maxPriority) { // Low priority value means high priority
threadIndex = newThread;
maxPriority = threads[newThread].priority;
}
waitlist ^= (1ull << threadIndex); // Remove thread from waitlist
}
Thread& t = threads[threadIndex];
switch (t.status) {
case ThreadStatus::WaitSync1:
t.status = ThreadStatus::Ready;
t.gprs[0] = SVCResult::Success; // The thread did not timeout, so write success to r0
break;
case ThreadStatus::WaitSyncAny:
t.status = ThreadStatus::Ready;
t.gprs[0] = SVCResult::Success; // The thread did not timeout, so write success to r0
// 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;
case ThreadStatus::WaitSyncAll:
Helpers::panic("WakeupOneThread: Thread on WaitSyncAll");
break;
}
return threadIndex;
}
// Wake up every single thread in the waitlist using a bit scanning algorithm
void Kernel::wakeupAllThreads(u64 waitlist, Handle handle) {
while (waitlist != 0) {
const uint index = std::countr_zero(waitlist); // Get one of the set bits to see which thread is waiting
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;
t.gprs[0] = SVCResult::Success; // The thread did not timeout, so write success to r0
break;
case ThreadStatus::WaitSyncAny:
t.status = ThreadStatus::Ready;
t.gprs[0] = SVCResult::Success; // The thread did not timeout, so write success to r0
// 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;
case ThreadStatus::WaitSyncAll:
Helpers::panic("WakeupAllThreads: Thread on WaitSyncAll");
break;
}
}
}
// Make a thread sleep for a certain amount of nanoseconds at minimum
void Kernel::sleepThread(s64 ns) {
if (ns < 0) {
Helpers::panic("Sleeping a thread for a negative amount of ns");
} else if (ns == 0) { // Used when we want to force a thread switch
std::optional<int> newThreadIndex = getNextThread();
// If there's no other thread waiting, don't bother yielding
if (newThreadIndex.has_value()) {
threads[currentThreadIndex].status = ThreadStatus::Ready;
switchThread(newThreadIndex.value());
}
} else { // If we're sleeping for > 0 ns
Thread& t = threads[currentThreadIndex];
t.status = ThreadStatus::WaitSleep;
t.waitingNanoseconds = ns;
t.sleepTick = cpu.getTicks();
switchToNextThread();
}
}
// Result CreateThread(s32 priority, ThreadFunc entrypoint, u32 arg, u32 stacktop, s32 threadPriority, s32 processorID)
void Kernel::createThread() {
u32 priority = regs[0];
u32 entrypoint = regs[1];
u32 arg = regs[2]; // An argument value stored in r0 of the new thread
u32 initialSP = regs[3] & ~7; // SP is force-aligned to 8 bytes
s32 id = static_cast<s32>(regs[4]);
logSVC("CreateThread(entry = %08X, stacktop = %08X, arg = %X, priority = %X, processor ID = %d)\n", entrypoint,
initialSP, arg, priority, id);
if (priority > 0x3F) [[unlikely]] {
Helpers::panic("Created thread with bad priority value %X", priority);
regs[0] = SVCResult::BadThreadPriority;
return;
}
regs[0] = SVCResult::Success;
regs[1] = makeThread(entrypoint, initialSP, priority, id, arg, ThreadStatus::Ready);
rescheduleThreads();
}
// void SleepThread(s64 nanoseconds)
void Kernel::svcSleepThread() {
const s64 ns = s64(u64(regs[0]) | (u64(regs[1]) << 32));
//logSVC("SleepThread(ns = %lld)\n", ns);
regs[0] = SVCResult::Success;
sleepThread(ns);
}
void Kernel::getThreadID() {
Handle handle = regs[1];
logSVC("GetThreadID(handle = %X)\n", handle);
if (handle == KernelHandles::CurrentThread) {
regs[0] = SVCResult::Success;
regs[1] = currentThreadIndex;
return;
}
const auto thread = getObject(handle, KernelObjectType::Thread);
if (thread == nullptr) [[unlikely]] {
regs[0] = SVCResult::BadHandle;
return;
}
regs[0] = SVCResult::Success;
regs[1] = thread->getData<Thread>()->index;
}
void Kernel::getThreadPriority() {
const Handle handle = regs[1];
logSVC("GetThreadPriority (handle = %X)\n", handle);
if (handle == KernelHandles::CurrentThread) {
regs[0] = SVCResult::Success;
regs[1] = threads[currentThreadIndex].priority;
} else {
auto object = getObject(handle, KernelObjectType::Thread);
if (object == nullptr) [[unlikely]] {
regs[0] = SVCResult::BadHandle;
} else {
regs[0] = SVCResult::Success;
regs[1] = object->getData<Thread>()->priority;
}
}
}
void Kernel::setThreadPriority() {
const Handle handle = regs[0];
const u32 priority = regs[1];
logSVC("SetThreadPriority (handle = %X, priority = %X)\n", handle, priority);
if (priority > 0x3F) {
regs[0] = SVCResult::BadThreadPriority;
return;
}
if (handle == KernelHandles::CurrentThread) {
regs[0] = SVCResult::Success;
threads[currentThreadIndex].priority = priority;
} else {
auto object = getObject(handle, KernelObjectType::Thread);
if (object == nullptr) [[unlikely]] {
regs[0] = SVCResult::BadHandle;
return;
} else {
regs[0] = SVCResult::Success;
object->getData<Thread>()->priority = priority;
}
}
sortThreads();
rescheduleThreads();
}
void Kernel::exitThread() {
logSVC("ExitThread\n");
// Remove the index of this thread from the thread indices vector
for (int i = 0; i < threadIndices.size(); i++) {
if (threadIndices[i] == currentThreadIndex)
threadIndices.erase(threadIndices.begin() + i);
}
Thread& t = threads[currentThreadIndex];
t.status = ThreadStatus::Dead;
aliveThreadCount--;
// Check if any threads are sleeping, waiting for this thread to terminate, and wake them up
// This is how thread joining is implemented in the kernel - you wait on a thread, like any other wait object.
if (t.threadsWaitingForTermination != 0) {
// TODO: Handle cloned handles? Not sure how those interact with wait object signalling
wakeupAllThreads(t.threadsWaitingForTermination, t.handle);
t.threadsWaitingForTermination = 0; // No other threads waiting
}
switchToNextThread();
}
void Kernel::svcCreateMutex() {
bool locked = regs[1] != 0;
logSVC("CreateMutex (locked = %s)\n", locked ? "yes" : "no");
regs[0] = SVCResult::Success;
regs[1] = makeMutex(locked);
}
void Kernel::svcReleaseMutex() {
const Handle handle = regs[0];
logSVC("ReleaseMutex (handle = %x)\n", handle);
const auto object = getObject(handle, KernelObjectType::Mutex);
if (object == nullptr) [[unlikely]] {
Helpers::panic("Tried to release non-existent mutex");
regs[0] = SVCResult::BadHandle;
return;
}
Mutex* moo = object->getData<Mutex>();
// A thread can't release a mutex it does not own
if (!moo->locked || moo->ownerThread != currentThreadIndex) {
regs[0] = SVCResult::InvalidMutexRelease;
return;
}
regs[0] = SVCResult::Success;
releaseMutex(moo);
}
// Returns whether an object is waitable or not
// The KernelObject type enum is arranged in a specific order in kernel_types.hpp so this
// can simply compile to a fast sub+cmp+set despite looking slow
bool Kernel::isWaitable(const KernelObject* object) {
auto type = object->type;
using enum KernelObjectType;
return type == Event || type == Mutex || type == Port || type == Semaphore || type == Timer || type == Thread;
}
// Returns whether we should wait on a sync object or not
bool Kernel::shouldWaitOnObject(KernelObject* object) {
switch (object->type) {
case KernelObjectType::Event: // We should wait on an event only if it has not been signalled
return !object->getData<Event>()->fired;
case KernelObjectType::Mutex: {
Mutex* moo = object->getData<Mutex>(); // mooooooooooo
return moo->locked && moo->ownerThread != currentThreadIndex; // If the current thread owns the moo then no reason to wait
}
case KernelObjectType::Thread: // Waiting on a thread waits until it's dead. If it's dead then no need to wait
return object->getData<Thread>()->status != ThreadStatus::Dead;
case KernelObjectType::Semaphore: // Wait if the semaphore count <= 0
return object->getData<Semaphore>()->availableCount <= 0;
default:
Helpers::panic("Not sure whether to wait on object (type: %s)", object->getTypeName());
return true;
}
}