mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-28 17:09:21 +00:00
521751795a
* Some style fixes and nits on ITimeZoneService * Remove some unneeded usings * Remove the Ryujinx.HLE.OsHle.Handles namespace * Remove hbmenu automatic load on process exit * Rename Ns to Device, rename Os to System, rename SystemState to State * Move Exceptions and Utilities out of OsHle * Rename OsHle to HOS * Rename OsHle folder to HOS * IManagerDisplayService and ISystemDisplayService style fixes * BsdError shouldn't be public * Add a empty new line before using static * Remove unused file * Some style fixes on NPDM * Exit gracefully when the application is closed * Code style fixes on IGeneralService * Add 0x prefix on values printed as hex * Small improvements on finalization code * Move ProcessId and ThreadId out of AThreadState * Rename VFs to FileSystem * FsAccessHeader shouldn't be public. Also fix file names casing * More case changes on NPDM * Remove unused files * Move using to the correct place on NPDM * Use properties on KernelAccessControlMmio * Address PR feedback
158 lines
3.7 KiB
C#
158 lines
3.7 KiB
C#
namespace Ryujinx.HLE.HOS.Kernel
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{
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class ThreadQueue
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{
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private const int LowestPriority = 0x3f;
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private SchedulerThread Head;
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private object ListLock;
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public ThreadQueue()
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{
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ListLock = new object();
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}
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public void Push(SchedulerThread Wait)
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{
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lock (ListLock)
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{
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//Ensure that we're not creating circular references
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//by adding a thread that is already on the list.
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if (HasThread(Wait))
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{
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return;
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}
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if (Head == null || Head.Thread.ActualPriority >= Wait.Thread.ActualPriority)
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{
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Wait.Next = Head;
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Head = Wait;
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return;
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}
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SchedulerThread Curr = Head;
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while (Curr.Next != null)
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{
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if (Curr.Next.Thread.ActualPriority >= Wait.Thread.ActualPriority)
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{
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break;
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}
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Curr = Curr.Next;
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}
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Wait.Next = Curr.Next;
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Curr.Next = Wait;
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}
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}
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public SchedulerThread Pop(int Core, int MinPriority = LowestPriority)
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{
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lock (ListLock)
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{
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int CoreMask = 1 << Core;
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SchedulerThread Prev = null;
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SchedulerThread Curr = Head;
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while (Curr != null)
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{
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KThread Thread = Curr.Thread;
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if (Thread.ActualPriority <= MinPriority && (Thread.CoreMask & CoreMask) != 0)
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{
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if (Prev != null)
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{
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Prev.Next = Curr.Next;
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}
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else
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{
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Head = Head.Next;
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}
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break;
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}
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Prev = Curr;
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Curr = Curr.Next;
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}
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return Curr;
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}
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}
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public bool Remove(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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if (Head == null)
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{
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return false;
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}
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else if (Head == Thread)
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{
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Head = Head.Next;
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return true;
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}
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SchedulerThread Prev = Head;
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SchedulerThread Curr = Head.Next;
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while (Curr != null)
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{
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if (Curr == Thread)
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{
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Prev.Next = Curr.Next;
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return true;
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}
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Prev = Curr;
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Curr = Curr.Next;
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}
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return false;
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}
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}
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public bool Resort(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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if (Remove(Thread))
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{
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Push(Thread);
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return true;
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}
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return false;
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}
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}
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public bool HasThread(SchedulerThread Thread)
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{
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lock (ListLock)
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{
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SchedulerThread Curr = Head;
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while (Curr != null)
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{
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if (Curr == Thread)
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{
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return true;
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}
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Curr = Curr.Next;
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}
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return false;
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}
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}
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}
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} |